Okay, now you've got me pulling out some behind-the-scenes trivia.
They're all "dummy" items. Generally I speaking, I went through and translated
most of the dummied-out stuff just in case it came up in the game somewhere I didn't notice. There are also different types of tea that don't appear in the game, as (per SQDT comments on Twitter) each area was supposed to have its own type of tea, but only two ended up getting used. The lack of Afternoon Tea was such a waste. I really enjoyed the item description. "Black tea that you can drink it in the morning, too."
There's also a few skills like that, most of which
weren't translated, but for fun trivia:
"Wait" - Was not implemented (based on the description, it was meant to be an alternative to "Squirm" when hit with the bind status, which had no chance of breaking free, but no chance of injuring you)
"Chaos" - has the same effect as "Lose It" from the Hatter's Key, but was tied to the support magic menu (costs 30% of Life and shares a cooldown with Veil and Regret).
Three skills tied to what appears to be an unimplemented "Fighter" skill tree that more direct physical resistance. "Slap" (built stance points, "Aggression"), "Beat Down" (three random attacks, costs Aggression), and "Guard" (typical RPG deal, no "damage", but you take less).
Finally, there's a status effect, Enraptured (upgraded name, Entranced), that isn't used anywhere in the game but is in the game's code in a usable way, has its own stance icon (which has a subtitle translation like the others), and
is usable to the point that it shows up in mods every now and again. It forces you the player to use the "Space Out" skill for several terms, similarly to Berserk.
Most of the skill translations that don't quite match their effects were done to match the original text, as a sort of gamble. If ever the effects were "fixed", they'd be right. If they weren't, well, then at least they'd be wrong in the same way as the original. I figured that was the safer path.
With regards to Struggle the expansion was supposed to have a sort of Status Guard system where any skill used to negate or prevent a bad status is supposed to give you a stance point, but AFAIK, it only actually got implemented with the two-Kappas photo ("Symmetrical Docking"). For Recovery, I've not tested the mechanics, but it's
supposed to work through the game's unique combat scripts, rather than the RPGMaker side, so it wouldn't show any of the effects in the States files regardless.
Finally, since I'm on a roll, one last bit of translation trivia, based on your earlier post. There's no "Guidance Counselor" in the game. It's the "Guidance Consoler". You're not there to get life advice ("be counseled"), you're there to get emotional support for your upcoming death ("be consoled"). The Japanese text has a similar pun, and I was really proud of coming up with an equivalent...but maybe it was too unclear and people just thought it was a typo.