Similarly, we have four different status-inflicting skills: Silence, Stasis, Berserk, and Flirt. Why inflict Berserk or Silence (which still let them attack, and in the case of Silence use Feats) when you can simply Paralyze them (allowing them to do nothing)? Perhaps these are "easier" to inflict, but you shouldn't need to rely on the RNG anyway, and really what's the difference between a 50% chance at an 80% shutdown (Silence) vs. a 40% chance at a 100% shutdown? Nothing, really. Flirt's Confusion may have a reason to exist since the enemy might attack you or might attack their own allies (the latter being better than a Paralyze). Remove Silence and Berserk from her kit.
Skill Count: 22 -> 19
3) In a Party-Based System, Gaps in Utility Lead to Clear Identity
As I discussed before, Autumn's kit provides far too many different types of utility. She can do too many things, so she will step on the toes of other party members (and they might step on each others' toes as well). It's up to you what kind of utility you think feels the most appropriate in her kit, but from your description my take would be that healing, buffing, reviving, and status removal, in addition to a couple of damage skills (because everyone deserves the chance to kill a few dinky monsters, even the party healer). Disables definitely seem like a good candidate to scratch in her kit (allow another party member to focus on disables), as does party-wide resource boosting (this seems like good utility to add to a more pure DPS-style character). Remove Stasis, Flirt, and Cheer from her kit. I would normally recommend moving Persuade as well, but if this is an important element of gameplay, you can leave it in.
Skill Count: 19 -> 16
4) Not Every Stat Needs Buffs and Debuffs
A common "skill bloat" mistake that many neophyte designers make is to have versions of de/buffs for every single stat when, in practice, several end up doing the same thing as each other. There's some room to prune your kit here.
Temper increases an ally's ATK; Aura increases their MAG. Whoever the target is, there's most likely going to be one right answer for which one to increase, and once you do, using skills that rely on the other stat will be a waste. Combining them into a single skill that increases both ATK and MAG accomplishes the same purpose without limiting strategic decisions, and it reduces skill bloat. Combine Temper and Aura into one skill.
Protect (DEF) and Barrier (MDF) are less of a slam-dunk to combine because there will surely be some battle against troops with mixed damage types, and while one might be better than the other, there's a reason to cast both of them. However, it's not always obvious whether enemy attacks (like an electric sword or an acid attack) are physical or magic, so the existence or two different stat boosts partially serves to offer an opportunity to screw the player. Don't screw the player. Combine Protect and Barrier into one skill.
In addition, there's an argument to be made that skills like Cloak (increases physical EVA) serve the same purpose as skills like Protect (increases DEF) - reducing physical damage. Yes, Evasion also increases your chance to avoid ailments from Physical attacks, but unless you get the numbers beautifully balanced, or ailments are such an important part of your game that the player is making a conscious decision to avoid them instead of avoiding damage, one of these skills will probably dominate the other. It's your call, but my suggestion would be to remove Cloak and Mirror, and replace them with a skill that either fully protects the target for one turn, or fully negates a single hit. Replace Cloak and Mirror with a single short-term full protect.
Skill Count: 16 -> 13