I'm less reluctant, since that design direction would be flawed. As I recall, the Ancillary sets were originally inaccessible until 41+. Despite some common themes (fire, darkness, cold, etc.) they follow intentional structural asymmetries that are specific to each applicable archetype. Unlike Power Pools, which (as we all know) are the same for everyone able to access them. Ancillaries have always provided options for either reinforcing your Primary/Secondary selections or for expanding beyond them. The choice of Ancillary is a meaningful decision, just not one that happens to be locked in from level one.
Here's some basic armor, since your AT doesn't normally have that. Here's a debuff ability, since your AT often lacks that. Here's some ranged blasting. Here's some other effective personal buffs. You can tell me that a Controller Ancillary Fire Blast would be somewhat less damaging than a Blaster Primary Fire Blast because their archetype modifiers are different and I'd say yeah, that's reasonable. But in a game with heroic-ability themes, there's no other meaningful basis for one of them to be puny.
Assigning them common names seems like a thoroughly unnecessary change (Ice Mastery, Arctic Mastery, etc. are not the same set), but that's a cosmetic detail.