Stern Order: The fact that it takes off IP from your party member makes it unfavorable to use in a group fight situation. Even then you would need 1.666 adv (2,78 : 1 ratio) to really remotely content with Invocation of Skuld. A thread was made about it here.
Float like a butterfly: Has the same CD as Dash, gives 7.5% def, gives 0.3% combat advantage, gives the enemy 1 IP. Give IP to the enemy is a really bad idea and the ratio isn't even good either. With 3 butterflies, I gain 0.9% advantage which can simply be undone by 1 Invocation of Skuld. Essentially with 3 moves, I gained only 22.5% def and no IP, making this moves pretty much worthless.
Fan the Flame: Has a very long CD and increases intensity by 5. During this long CD, your enemy gets the benefit of the increased battle speed. Even as a ganking tool it is useless as you can do something far more productive than increase intensity in the duration of the move.
Feign Flight: Has the same CD as 2 charges and give 2 IP. Also requires defense to be lower than 10%. Why not just use two charges instead and not worry about the dangerous condition to use it?
Battle Cry: It's actually fine the incorrect way it is. The description says it removes 50% def of the enemy (which would be a too powerful imo) but it is actually removes you own defense. just change the description the way it is working atm. Bug thread mentions it here.
No Pain No Gain: I feel this moves needs a revamp. Currently it is entirely too risky to lose half your SHP especially with the ranger bow being very viable. However, if the penalty is adjusted even a little to less, it would be too overpowered (it's 2.5 flex + . 0.86 Opportunity knocks after all). Possibly remove 25% of your defense for a much swifter cooldown on the next move. However if this gets changed, I can imagine people complaining about not having a way to reduce your hunger meter (sorry!

Push the Advantage: Gives 1 IP, remove stamina, requires 3+ advantage, has slightly faster CD than Dash but longer than charge. A relatively balanced move if it wasn't for the conditions to use it or the stamina cost. When It think of this move, I would think you should be doing something similar to what boars, deers, aurochsen, and bears do when they have +3 advantage though

Losing all defense when attacked while moving and no move queued: This has to go, or at least have a penalty for the one moving. Getting hit with 0 defense is absolutely devastating in a same tier PvP fight. With a slight misclick, you can end up losing your life especially with a lag induced misclick. Also considering you actually have to move to change targets when fighting multiple foes...
There was a thread that mentioned about some of the moves not being viable in this thread as well