I do consider recharge times for FFX, SH 2, WA 4, etc...In the topic, Flay loses 10% of his turn 1 damage to throw out a time card. And by the time his second turn comes around, he's now pumped out 2700 damage instead of 1000! He's barely losing any immediate damage over the topic's choice of tech to included in the averages to use it too!
It sucks for the MK cast that the 3 turn average leaves them deprived of damage, but I don't think only one qualification is enough for not counting something in a damage. For example, the best case I've heard for not counting something fully is MMXCM HATs. They first need you to be in Hyper mode, which is limited, they delay your next turn, and they are based on a limit buildup that can't be used immediately. So basically, MMXCM HATs have three qualifiers on them (Non-spammable, slows you down, not immediately usuable). The only other thing I can really think of having that many qualifications is L2 Mystic Arts, needing 100 MP left, and then being a limit based on both AP build up and HP levels.
A group of attacks where the only qualification is just if they can use it twice it eats up a lot of their MP doesn't really have enough limits on it for it to be taken out (Especially if it can indeed be used twice!) Note that if you take even 4 turn averages, it's still a notable damage upgrade.
Also, Anna is running out of MP anyways. Why consider her to use 279 MP to do like 3200 damage when she can use 285 MP and do about 4150?