Fatal Blow and Final Blow are nearly the same, exception being the HP threshold. The damage itself is pretty laughable - in case anyone wanted to use them against a boss or a higher health target. 10 delay and 20 SP for a guaranteed crit? A normal melee attack is 6/0 and might crit anyway, and a crit is only +25% damage regardless.
But the thing is, if a target is that low, you could probably finish them with some other ability; see item 76 on http://project-apollo.net/text/rpg.html
It'd be nice if we could do something with Finishing Blow too, but let's start with these two. Fun fact: All three execute abilities can be abbreviated as FB, or even FBlow.
I'm not convinced this is the be all and end all solution though, because most monsters on 25% health could probably be killed without having to resort to an execute. Ideally execute abilities have their own "phase" of a bossfight but this isn't WoW, though maybe you could experiment with bosses/mobs with gargantuan health pools but no access to heals. Either way I'd like to rid us of abilities that don't work on bosses.
P.S. That list is a damn good read for any RPG enthusiast!
Another idea I had about it, which could be used to better differentiate between executes: Deals 400% damage with 30 delay, but the delay is cut in half if the target dies. Not sure how easy that is to program though.

