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Well, I will (finally) answer in what detail I can and also pad the answer with additional information relative to the undercurrent topic of this thread. tl;dr - I get 23-25 useful.
You can ignore the keybinds data (it's technically for someone else) and focus only on the skills themselves. Not all will be named correctly because I frankly can't be bothered for BDO. Note that this is moreso agreeing with you, than not agreeing.
BDO Kunoichi Succession
Slash - Neutral P
Slashes. Repeats up to 3 hits before restarting. Animation cancelable
Throwing Kick - Neutral Sp
Kicks. Repeats up to 3 hits before restarting, Animation cancelable.
Floor Sweeping - S + Sp
Sweepkick. Might CC.
Kunai Throw - Neutral Se/ A+Se / D + Se
Throws a Kunai, side versions 'spin sideways' while doing it. Can't remember if you can cancel side versions cause I don't do that
Shadow Slash - A + P or D + P
Slashes while spinning sideways. I personally think of this as 'the same' as Slash, though the game doesn't.
Crescent Slash - S + P
I never use this. I think it's supposed to be good now but idc, it launches and I don't need that.
Ankle Cutter - Neutral MA + P
Cuts ankles. Reduces Def a bit. Cancelable.
Ghost Greeting - W + MA + P
Rushing slash. Pretty short, but meaningfully faster than running speed, so a small gap closer.
Shadow Stomp - S + MB
Slow startup 'gap closer' that hits everything in the way and you go through them.
Shadow Explosion - MA + Sp I THINK?
Linear energy wave in front, doesn't move you, multihit. Can't remember the keybind for sure because I just do stuff intuitively after awhile and I'm not turning BDO on for this.
Brace - MA + R (roll/jump)
Small self healing.
Fox Claw - MA + Se
AoE slash around you with slight pushback.
Shadow Clone - S + Se
Backflip with frontal energy wave in a cone.
Flash Slash - MA + Bl
AoE multislash, meant as a big cool attack. I seldom use it, but 'seldom' is 'once every 10m or so if relevant'
Smokescreen - R cancel from Throwing Kick or Ankle Cutter
Ground smokebomb, press R again to dash behind opponent, but you have to turn yourself around manually.
Suicide Fall - Literally forgot how to do this, but not because I don't use it. It's easy though, like a 1 button... Probably 'Neutral MB'.
Grab, if you're familiar with the 'Izuna Drop' ninja technique concept, this is it.
Tendon Cutter - W + Bl
Can't move while blocking anyway, right? Multi hitting direction-changeable big gap closer, three rushes.
Danse Macabre - W + T
Single big gap closer with some weird cancels
Fatal Aim (or something) - P + Se
Strong very close range stab, not really cancelable, recovery long (for BDO). Hold buttons longer to do Heart Aiming which is just another stab of the same.
Shackles - MA + T
AoE Slow + damage.
Ghost Step - A + MA or D + MA
Sideways evasion.
Block Jump - MA + Bl
Ninja log decoy technique. Flick a direction to end up there, including 'behind current target'.
Black Moonlight - Sp + DPad Down -> (calls up Ring menu) R-Stick Up
Rain of Kunai/Shuriken around AoE. I hope they change this one day to T+R, but it doesn't need to be fast really.
Heart Snatch - Sp + DPad Down -> R-Stick Down-Left
Single hit vanish + large retreat that I wish was on S+T since you can't control the direction anyway.
Sinew Cut (?) - Sp + DPad Down -> R-Stick Down
Large retreat that leaves an AoE slashing 'zone' behind like a trap for enemies to stand in/walk into. Would prefer nearly any S+MA+basic for this, you're already 'pressing S' the moment you think of using it. Most sensibly would be S+MA+Se so that it's like 'retreating Fox Claw', but there's valid reasons why 'S+MA' might not be 'allowed' to do anything, such as 'being Evasion'.
Commencement Dance (I forget the real name of this, it's just a buff) - DPad Up (also just a ring menu) R-Stick Down
Longish animation, long cooldown, long duration buff to lots of small things. Can stay in a Ring Menu.
If we don't count 'Slash, Shadow Slash, Crescent Slash, or Ghost Step', and treat this as the equivalent of a Fighter/Rogue or Fighter/Ranger, then I would say only 2-3 of these are actually redundant. And for me they're not, because [Long List Of Balance Reasons].
There's also about 3 more of them that I don't remember because I don't use them, one that can be activated with just buttons and two more that get put into Ring Menus. Honestly, I could use about five more, and this isn't because of cooldowns preventing the use of the ones I have. Consider a Fighter/Ranger Speculative Build for Ashes (I'll just use the stuff my Spellsword wants).
"Somersault Strike"
- A backflip that hits in front, goes highish backward, then slams back down and hits in a small cone in front. Edge of cone is just far enough that this is a two hit combo on someone directly in front of them at the time it is done. This is for repositioning and dealing with people behind them.
"Push Beyond"
- Sacrifice HP to increase attack. Doesn't matter if this is a oneshot or a per-swing or a 'give up this much health for this length of buff' but the latter two work better with Augments.
"Flying Dropkick"
- Frontal attack, single target, sends opponent flying away a relatively good distance. Maybe extra damage if they collide with something behind them.
"Man At Arms"
- Increases any stat modifiers on your next Weapon Skill and/or increases the chance of procs from your Weapon Perks(?)
"Trail Run"
- Basically just a free armored sprint forward, maybe can do other moves from it (does this count as an Animation Cancel?). Causes the Fighter to Vault over certain small obstacles?
"Weapon Stance"
- Does different things depending on the equipped main weapon, usually increases Counter or Parry chance or something.
None of these are explicitly covered by the list. There's stuff you could 'fold in' for simplicity, but 'something to activate a stance based on weapon', 'frontal knockback', 'a backflip that doesn't actually retreat much but hits instead' would, at minimum, replace things, and could be meaningfully helpful if added as separate things.
None of that even touches 'stuff that's just there to activate effects like Bleed'.
And for that person who wanted the data on 'which are unused' (they know who they are):
They could use the following without being likely to misfire anything or losing any combat ability:
Neutral MA + MB (already use this on a different class, but generally I'm avoiding any mentions of MB, some games might require one more button, Tab Games in particular might need a 'confirm/unconfirm/cycle target button and this Modifier would be set up around those functions (e.g. MB + P/Se/R/Sp with the last being for when you need both Analog sticks still despite currently tab targeting)
W + MA + MB (but THIS class already has enough gap closers and this would be one by default to avoid weird misfires/crosswires)
Bl + T - (would expect/want a counter or parry here)
Bl + R - (You can't block and jump/roll at the same time, I'd manage to not hit this without meaning to)
S + Bl + T ( even if I could move while blocking like on Nova, this would still be good and not misfire)
S + Bl + R ( same as above )
Neutral Se -> Sp ( modifiers to secondary attacks doesn't seem like it would be uncommon nor weird )
Neutral T + R (Already mentioned I'd want this for an surround AoE, since you don't need RStick for targeting, and Neutral T doesn't do anything)
W + Se - (Pretty sure this class doesn't use this for anything, but others do)
I think directionals don't work as well for inexperienced WASD people because they use 2 fingers to move diagonally to begin with until they learn the nuances of mouse camera control and even after this, for a while.