Yup. For instance, EO2's was massive though just a weapon-based system for Speed checks. Basically, you had the formula: Weapon Speed Mod * Skill Speed Mod * Agility Stat. However, the spread on these was rather large: Whips were mostly 3.0, Swords were 2.0, Bows were 1.0~1.5, all the way down to Katana/Staves/Guns/Claws/Axe at the .5~.1 range.
What this ultimately meant was that some actions were pretty much predictably always last and that certain classes were just flat out better than others at some roles. Like, a WM vs Medic was a difference of nearly 20 times; Medic essentially was a predictive healer while WM got to be reactive with it. This is part of the reason of why Medic was inferior to WM, Beast is worse than Protector, and why AGI was a joke stat in EO2. Turn order was pretty much entirely based off of Weapon choice.
Just to note, skills with a 60% Accuracy don't mean they hit 60% of the time. It means they have a 60% modifier to your Accuracy value that is used to determine your actual Hit Chance%. Basically, if you'd result in a 150% chance to hit due to your stats vs enemy stats, a 60% Accuracy skill would mean an actual 90% chance for it to hit.
Of course, this changes a lot based on the game. EO2 didn't really show massive gains from more AGI on Accuracy where as EO3/EO4 gave you a +/- 30% Hit Chance% modifier based primarily off your stats. Though, EO3/EO4 changed a lot of this too since Skills weren't Accuracy% mods like I went over above but just flat out reduced your Accuracy value. For instance, Nine Smash is -55 so if you have 130 Accuracy, Nine Smash reduces that to 75 for purpose of it's Hit Chance% calculation.