I just copied and pasted the skills I selected from Heroes (no BS powercreep skills) to potentially make when Vesly asked for ideas last year. Minus those that made it in, of course.
Summary
Brash Assault: If unit initiates combat against a foe that can counter and units HP is 50% or lower, unit doubles. (This is similar to AdVantaged and Shuusuke’s “Confident Strike”)
Odd Follow Up: If it is an odd-numbered turn, unit doubles and foe cannot double.
Even Follow Up: If it is an even-numbered turn, unit doubles and foe cannot double.
Dive Bomb: If both combatants are at least at 80% HP, unit can double before foe counterattacks (like Desperation - this isn’t a free double)
Deflect Melee: Reduces damage from melee follow up attacks, including brave weapons, by 80%.
Deflect Missile: Reduces damage from ranged follow up attacks, including brave weapons, by 80%.
Deflect Magic: Reduces damage from magic follow up attacks, including brave weapons, by 80%.
Binding Shield: Against dragons, unit always doubles. If initiating, dragons cannot counterattack. If defending, dragons can’t double.
_ Dance: If Dance is used, grants _ +3 to target.
_ Link: If a movement skill is used by unit or targets unit, grants _ +6 to both units.
Joint Hone _: At the start of your turn, give yourself and adjacent allies up to +3 _. (Could be learned at a higher level and cause unit to forget the regular Hone skill)
_ Tactic: At start of turn, grants _ +2 to allies within 2 spaces for 1 turn. (Yes, I excluded the clause about movement type)
Odd _ Wave: At start of odd-numbered turns, grants _ +4 to unit and adjacent allies.
Even _ Wave: At start of even-numbered turns, grants _ +4 to unit and adjacent allies.
_ Opening: At start of turn, grants _ +4 to ally with the highest _ for 1 turn. (Excludes unit)
Odd/Even Tempest: At start of odd/even-numbered turns, gain up to +1 mov.
Hone Fliers: At start of turn, grants Str/Mag/Spd +3 to adjacent flying allies. (Could determine this by checking the classes movement cost table - all fliers share it)
Fortify Fliers: At start of turn, grants Def/Res +3 to adjacent flying allies. (Could determine this by checking the classes movement cost table - all fliers share it)
Hone Cavalry: At start of turn, grants Str/Mag/Spd +3 to adjacent cavalry allies. (Could determine cavalry the same way Keep Up does)
Fortify Cavalry: At start of turn, grants Def/Res +3 to adjacent cavalry allies. (Could determine cavalry the same way Keep Up does)
Hone Armor: At start of turn, grants Str/Mag/Spd +3 to adjacent armored allies. (Could use Armor March table)
Fortify Armor: At start of turn, grants Def/Res +3 to adjacent armored allies. (Could use Armor March table)
Hone Dragons: At start of turn, grants Str/Mag/Spd +3 to adjacent dragon allies. (Would probably need to reference a table)
Fortify Dragons: At start of turn, grants Def/Res +3 to adjacent dragon allies. (Would probably need to reference a table)
Hone Beasts: At start of turn, grants Str/Mag/Spd +3 to adjacent beast allies. (Would probably need to reference a table)
Fortify Beasts: At start of turn, grants Def/Res +3 to adjacent beast allies. (Would probably need to reference a table)