I had two ideas, both pertaining to pickup capsules like the healing and remedy ones that already exist.
1. Create super and ultra remedy capsules that prevent status ailments for a limited period of time. If it's clear that you're entering an area where you'll get a status effect (like an area of flaming oilers) take one of the capsules and for a certain number of seconds you won't have to worry about effects. Enemies can still do you harm, but they can't cause other damage based on effects. The ultra will obviously protect against more effects, or protect longer.
2. Charge capsules, orange capsules that have the same type of graduation as the other capsules, can be used to give players "temporary heat." All equipment will be maxed out on power (a level 3 sword will temporarily have the attack power and effects of a level 10 sword) and maxed-out equipment will get a slight edge, as well. Again, these effects will have a short time frame, so a good bit of strategy is needed to plan their use.
So you're proposing buff vials to compliment the existing range of offense and recovery vials? That is an excellent idea!
Typically I'm opposed to suggestions that close the near-inevitable defensive holes in any armour loadout, but a temporary effect like this - and one that requires the sacrifice of a Vial slot, no less - would be a fantastic way to balance things out. Potentially, players who would normally be ill-equipped for certain strata could stand a fighting chance, but only by sacrificing the advantage conferred by having other vials handy; this would be particularly good for underpowered players invited into higher Tiers by party-mates to get a taste of what's to come without being burdensome to their allies, or waxing all their energy on revives.
They'd have to be very carefully tested to ensure they weren't over- or under-powered, but the idea, I think, is extremely solid.