One thing to keep in mind too is the skills do not have to be combat orientated. Sure, fights are a huge part of RPG's, but why does a character have to have many combat orientated skills? Is it just because everyone else has done it? Those are questions you might want to ask yourself. Because, sure, you want to avoid attack 1, 2, etc, but its no better if you go attack, powerful attack, more powerful attack, super powerful attack, etc either.
As for another not as OP idea...how about a skill that has a random chance to do 1 damage, and a random chance to do normal, and a random chance to do double damage? Maybe something like 20% of the time you do 1 damage, 55% of the time you do normal damage, and the rest (25%) is bonus damage. The Expected value of this is slightly over normal attack (to offset the MP cost..I feel if you spend MP the expected value should be > normal attack, else why spend MP?). Will take getting cute with the damage formula (or scripts) but it can be done.
Or, why not a skill that has reduced to hit, but a higher chance of a Critical? You could do that if you don't want to take wavelength's idea and make the critical bonus apply to the character long term.