In terms of skill animations, I think it depends on the age range of your audience.
For example, when I was a child, I was always excited to see my skill animations. I loved seeing "Aero Blast" on Pokémon Silver every single time I selected it. It never gold for me. In Chrono Trigger, I always loved seeing Luminaire, no matter how much I spammed it.
When I turned 16 or so... and had less time for the animations... or other things I cared about more... I honestly didn't care about what the animations looked like. It was just a pause in the action before the numbers. While I never turn animations off in a game, I also get really annoyed when they last more than 5 seconds. I remember playing Final Fantasy 8 and never using Grand Function (summons) because the animations were unskippable and were at minimum like a minute long. I just don't currently care what your animations look like as long as they're short.
That being said, as a dev...
I tried to just remove all animations from my game. After all, I didn't care what they looked like, only how much time was being spent on them, so removing them outright would be better, right?
Well, no. Turns out, you have to have that feedback. Combat feels strange without a visual indicator of what happened. Even just flashing the enemy sprites that took damage isn't enough. Even just a sound effect isn't enough. It feels bad, as a player, to watch the screen and just see numbers with not even a rudimentary animation to indicate what happens.
So, here's what I'd say:
1. Animations are important to have. Always. You need the visual feedback.
2. What those animations actually look like only matters to specific age groups. Younger children/early adults care about what they look like more, but people without much time on their hands (namely, people with jobs and other such considerations) don't tend to care all that much about what they look like.
3. Length of animations is 100% important all the time. Through experimentation, I've found that 7 seconds is the absolute maximum anyone will endure an animation that they will see frequently. It is the absolute threshold. It is the limit for tolerance. More often than not, you want an animation that will play in 3-5 seconds and be done. This is the sweet spot. It's enough time for impact, but not enough time to hinder the gameplay side of things.
4. Yeah, I also hate creating animations. It's super tedious in RPG Maker. Especially with such a rudimentary animation creation kit. But, it is what it is. If you don't like making a lot of animations, then you need only have as few skills as possible. I've cut corners a bit by making all of a weapon type have the same animation. All of a consumable type have the same animation. Etcetera. Skills, on the other hand... I've been "hand crafting", so it's tedious. If you need any indication on how much I hate animations, you need only check my signature line. It's been at that number for "completed animations" for quite a long time. But, I'll still have to finish them all eventually. So will you.