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That being said, bosses have gimmicks this time that can drag out the pacing which you might not be able to rely on FG/FM consistently, also the window to trigger FG has been slightly reduced requiring you to do it more closer to "exactness", the same for FM.
And choosing to spam the strongest attack everytime is totally user choice, the game never forces you on that.
To be fair, "flash guard then spam your strongest skill" has been a thing since Ys SEVEN, all 4 most recent Ys games boil down to this simple formula. Older games (like Felghana and Origin) had actual boss patterns, weak points etc, but they turned out to be unpopular with the casual crowd and commercially unsuccessful. Falcom's current audience is mostly people playing for the story and waifus, so you can't really expect much depth combat wise.
This game has a number of boss fights where monstrum skills are useful. Hook is obviously useful in most fights, but some of them also need you to fly, to 6th sense, heavy attack, shadow... So there's more variety than in previous games.
Many bosses have two phases as well. Larger bosses have weak points.
Flash move/guard is still important, but you're going to need a little more than that to survive Lunatic.