Let me rephrase this. RUN's enmity generation abilities are sufficient(and still better than PLD's), in situations where having tank is viable at all. And, last I checked, Melee+Tank isn't one of those(not that, I admit, I've tried that lately.)
And giving you provoke isn't going to change that.
Although things did seem to get a bit better after the dmg enmity nerfs. But you'd still hit cap in fairly short order, even if you did stay ahead of DDs. But while dmg enmity has been reduced, the amount of dmg players deal has shot up again since then. The WS and SC adjustments being notable factors. I think it's still better than it was pre dmg enmity nerf, But I'm not really inclined to try to model DPS vs JA/spell spam atm. Even assuming I had the dmg enmity modifiers for high lvl mobs(which I don't.)
But now I'm rambling. Anyway, what's needed isn't provoke-esque actions for RUN, or any tank job. What's needed is further, major, adjustments to the enmity system.
First, address the enmity cap. Because until that changes, it doesn't matter how fast we build enmity, we all get stuck at the same point. Then we get the mob spinning like crazy constantly.
Second, something needs to be done about dmg enmity(Probably. I haven't really checked in detail to see what a melee DD's enmity generation would be like now, and if a tank can conceivably surpass it) But it's a difficult issue. It's already been adjusted twice. We don't want to nerf it too far, or DD tanking becomes impossible. While I want tanks to have a place, I don't want them to be absolutely required for all content.
The best idea I've seen for this so far, would be the one in
this post. Although I can still see a few potential issues with it, I think it's a pretty good solution.