Full list so far.
Paladin
Gore Blade: Weaponskill which follows Riot Sword as a combo action to add a DoT effect.
Royal Authority: Weaponskill which follows Savage Blade as a combo action to increase damage.
Divine Veil: Buff which generates a damage absorbing barrier on nearby party members when the paladin is cured.
Sheltron: Buff which guarantees block for a single attack.
Clemency: Ability which recovers the paladin's HP.
???: Buff which recovers MP when blocking.
Warrior
Deliverance: Critical hit rate increasing offensive stance as counterpart to Defiance. Grants stacks of Abandon (increases critical hit rate) when certain actions are executed - same as actions which generate Wrath through level 50. Wrath/Abandon are exchanged when switching stances, maintaining the accumulated stacks.
???: Single target weaponskill which uses Abandon stacks.
???: AoE weaponskill which uses Abandon stacks.
Raw Intuition: Buff which guarantees the next attack is parried if from the front, but will be a critical hit if from another direction.
Equilibrium: Ability which recovers the warrior's HP (~5000 HP?).
Monk
Embu/Change Form: Changes from one form to the next, on the GCD with same recast as weaponskills. If no form is active, changes to Opo-opo Form.
Chakra: Accumulates one stack of Chakra which has no effect itself but can be expended for Purify or Forbidden Chakra at V.
Purify: Ability that uses five stacks of Chakra to restore TP.
Forbidden Chakra: Weaponskill that uses five stacks of Chakra to deal high damage.
Tornado Kick: Weaponskill that expends Greased Lightning III to deal very high damage.
???: Ranged attack ability.
Dragoon
Blood of the Dragon: Short duration buff that increases the effect of Jumps and Spineshatter Dive. Allows execution of new combo finishers and Geirskogul. Remaining duration can be increased or decreased by executing certain techniques.
Dragonfang Dragonclaw (lit.): Fourth stage finisher for Full Thrust combo, only available during Blood of the Dragon.
Swinging Dragon Tail (lit): Fourth stage finisher for Chaos Thrust combo, only available during Blood of the Dragon.
Geirskogul: Powerful frontal AoE attack (level 60). Only available during Blood of the Dragon, and reduces its remaining duration.
Battle Litany: Increases critical hit rate for self and party members.
Separately from above, the animation lock on Jumps is being further adjusted so they cause less delay in battle.
Bard
Wanderer's Minuet: Fixed attack stance which greatly increases weaponskill damage at the expense of adding an interruptible casting time and removing auto-attacks. Can be used simultaneously with other songs. Certain abilities are only available during Wanderer's Minuet.
Empyreal Arrow: Weaponskill, only available with Wanderer's Minuet.
Iron Jaw: Weaponskill which refreshes the active effect durations of Venombite and Windbite, only availiable with Wanderer's Minuet.
Sidewinder: Weaponskill which increases the damage of applied Venombite and Windbite effects.
Keeper's Paeon: New song which does not conflict with existing songs and applies to party members and pets (effect unknown).
Ninja
Kemuri Dama (lit. Smoke Ball): Suppresses enmity generation for target party member.
Kage Watari (lit. Crossed Shadow): Transfers enmity from the ninja to a target party member.
Issou (lit. Two for One): Buff which powers up the next weaponskill.
Mugen Sandan (lit. Three Part Illusion): Three-stage physical attack skill.
???: New weaponskill finisher for Gust Slash combo which prolongs an active Huton effect.
Black Mage
Enochian: Level 60 buff which grants access to Blizzard IV and Fire IV.
Fire IV: Strongest fire elemental spell, requires Astral Fire and Enochian to cast, does not refresh Astral Fire duration.
Blizzard IV: Strongest ice elemental spell, requires Umbral Ice and Enochian to cast, does not refresh Umbral Ice duration. Increases the remaining Enochian duration, but this effect is diminshed with each extension.
Sharpcast: Buff which guarantees enhanced bonus effect/proc for next Fire, Thunder, or Scathe.
Ley Lines: Ground targeted buff which generates a field area which increases attack speed for the casting black mage as long as they remain within the field. Exiting the field removes both the buff and the field area.
Summoner
Tri-disaster: Learned at level 56, applies Bio, Bio II, and Miasma. Original Tri-disaster has been renamed "Tri-bind."
Bahamut Aether: New stacking buff gained for 30 seconds by using stacks of Aetherflow, increases magic damage dealt.
Dreadwyrm Trance: Can be activated with Bahamut Aether, allows execution of more powerful actions.
Ruin III: Available during Dreadwyrm Trance, increased damage with reduced MP cost.
Deathflare: ???
The wording isn't 100% clear that Ruin III is only available during Dreadwyrm Trance, but here's the straight translation: "During Dreadwyrm Trance, it's possible to further increase DPS while reducing spent MP by using the new spell Ruin III."
White Mage
Asylum: Generates a regenerative field area on the ground.
Assize: Instant WHM-centered simultaneous AoE damage and AoE healing ability.
Tetragrammaton: Instant HP recovery for target.
Stone III: Strongest earth elemental magic attack, pure damage.
Aero III: AoE wind elemental DoT.
Scholar
Dissipation: Returns the summoned fairy for some bonus effect - undergoing last minute adjustments.
Indomitability: AoE heal which consumes an Aetherflow stack.
Emergency Tactics: Converts the barrier effect of heals to increased healing power.
Deployment Tactics: Action which extends the effects of Galvanize and Eye for an Eye from target party member to other party members in the AoE.
???: New non-elemental magic attack.
Protect spell is being updated so it still has the magic defense when equipped as an additional action.
Paladin is seeing the most change I think since it's getting proper combo choice and more support abilities.
Ninja got shafted, TWO enmity skills? Not sure what the point of redirecting enmity to another target is. Why would you choose a target other than the tank? The first enmity skill essentially already covers the second one. I can only imagine it being useful if Ninja gets some kind of crazy burst that requires one of these skills to prevent tanks from losing control at the start. And no new mudras it looks like.