A lack of skill variety is the largest problem in T10/T11 Orna.
A recurring problem for a long time now is the lack of skill variety in tier 10 and tier 11 of Orna. I think Odie and the Northern Forge team have done a great job of diversifying armor, and I know they are working on diversifying weapons again after Celestials caused everything outside of farming to become homogenous.
In this post I'd like to break down why I think skill usage has become so homogenous for each piece of content, and I'll also point out places where variety does manage to have room to shine since I want to be clear that it does exist and has room to exist in Orna.
Towers
One of the clearest examples of the current staleness in skills is towers. Melee players use Chained Shield. Magic players use Ara Vesta 2. That is basically the fully story; if you're not using one of those skills it's likely because you either haven't unlocked them or can't get your ward high enough for CS to be effective.
Chained Shield has been a common offender in multiple of these discussion threads, but for this one I'm looking at a different angle. Unlike most skills, Chained Shield requires a very specific loadout to be good; one with very high ward and reasonable attack. This leaves Chained Shield builds to be very inflexible, without room to let gear variety shine. You exclusively need high ward equipment to use CS and other equipment just won't cut it without a silly amount of ascension.
(I will shout out Omnus for creating a highly effective build based around Collateral damage, which is an excellent way to create variety! However it's only relevant for Gilgamesh since other classes don't have built-in 'chained' damage passives)
Horde Dungeons
This one is honestly nothing new. In horde dungeons players will either use Mage's Dance or Sweep depending on if they're mages or melee users. An honorable mention can go to Amadan's Staff and Bricriu's Bow for creating some variety in this space, but most of the other AoE skills see little to no use.
Raiding
Credit where credit is due, if we ignore Ultima and Ultima strikes then raiding has a lot of 2nd tier skills that make fun raiding builds. Unfortunately it's no mystery to anyone that Ultima and Ultimastrikes are strictly the highest damage skills to use if you build into them. The Ultima discussion has been beaten into the ground, so I won't go into it more, but it warranted mentioning.
The key for raiding is that a bunch of skills nearly as good as the top skills, which means players are comfortable not following the meta and experimenting to have fun.
High Anguish
Our old friend Chained Shield rears it's ugly head again. Like mentioned earlier, Chained Shield's strict build requirements leave little room for creativity on top of being stuck using a single skill. In Anguish this is additionally compounded by Chained Shield's low static miss chance bypassing the boosted dexterity of Anguished enemies.
I know quadratic ascension scaling is being addressed in Anguish 2.0, but that's only one of Chained Shield's detrimental effects on the meta by being the sole melee 'chained damage' skill.
I will be honest, I don't know how non-summoner mages run Anguish 50 so I can't comment on variety there 😅