I can't think of any specific ones off the top of my mind. If you do bring some to the new system, make sure they get modified a bit. Bringing the Fallen's minions skill with post count being devotion would make for some awesome minions.

Some skill suggestions I've mentioned before, I post here now:
Skills with set damage and/or effects plus bonus damage and/or effects if a specific condition is met.
Ex. Toxic Shock Slash: EC=1000; DP=700; Effect=Does an extra 300 DP if target is poisoned.I can list tons of conditional triggers and bonus outcomes for you to implement if you need help brainstorming.
"Gravity/Demi" skills that do damage based on percents. I know you shy away from complex math, but I think we can handle it.
Ex. Soul Rip: EC=2000; DP= 1/2 Target's current HPHalf and quarter shouldn't be too hard on us, and this can be based off current or max HP.
A mimic move that allows you to use a move your opponent (or ally, I suppose) has already used, or an ability steal that disables it for them and adds it to your skill list.
Ex. Mimic: EC=1000; Effect=Select and perform an ability from any target. You still must pay any EC cost of that ability, just as if you used it directly.GM's might give their monsters lots of MP and make their uber abilities very expensive so they wont be copied...
Which brings me to my next skill idea, using the enemy's stats against them. It's kind of hard to explain, but its a mix of the first two and more, and covers a great many possibilities. I'll give two examples here.
Ex. Strength Is Weakness: EC=1000; DP = 50 * Target's StrengthEx. Coercive Casting: EC=1000; Effect = Your next 5 energy-consuming skills use the opponent's energy instead of yours. If the opponent cannot pay the full price, you make up the difference or fail to cast.This can be fun to play with, though I doubt any skills should be made that actually affect base stats (Strength is halved), as that would require people to have to recalculate their character mid-battle.
I'm sure I'll think of more...