Fracture, Bloodbath, Foresight, Mercy Stroke and Stoneskin are ideal.
Fracture is good dps, and it's nice to toss up at the beginning and near the end of FoF, since the +%dmg adds to Fracture even after the buff wears off.
Foresight, as noted above, combo's great with Bulwark for a solid tankiness boost.
Bloodbath isn't much, but it'll heal about 1200-1500 life or so over the course of it's duration. This is especially nice if you're in a DPS role at the time, since you can basically shrug off most unavoidable aoe damage, giving your healers more time to take care of others.
Mercy Stroke is basically free off-GCD damage. Use it with Bloodbath and FoF for a 260 potency attack that heals you for up to 100 life.
Stoneskin gives you a use for your mana besides Flash. Throwing it on the other tank in multi-tank fights is a great way to take stress off of healers and can save lives. It makes stuff like Ultima Weapon hard mode a lot easier, since 10% of a tanks life at that point is anywhere from 550 to 800 life, depending on gear and job.
Part of the issue is, the CNJ skills really don't do much. If you have a healer in your party, and let's be honest, if you're doing anything besides a FATE party then you do, they're better off doing this. WHM protect is flat out better, and a SCH is better off taking and using Protect than you are. Cure does diddly at 50; Stoneskin is a much better use of mana and time. Raise is only out of combat, and it's likely that if you need it after a fight is over then your allies are better releasing and running back. You can't use Cleric Stance, so Stoneskin is really the only choice you have. Luckily it's a good one.
Meanwhile, on the MRD side, everything but Skull Sunder has a use, so your options there are obvious.