Giving WAR its own indi-fury isn't quite the same thing. It won't put it in a better situation regarding accuracy, damage taken, amnesia, anything else.
BLU's mechanics (job traits), certain spells (saline coat, barrier tusk) are why it's a preferable choice. CDC's versaility, good damage, AM procs, are icing on the cake.
Edit: Other spells like its own Haste II, and of course Unbridled Spells like Mighty Guard, are very nice as well and can't be discounted.
In a lot of cases, content wouldn't have to be gone over with a fine-tooth comb.
* The evasion on some of these NMs is insane - easy to fix.
* Amnesia needs a spell given to whm and sch - easy to fix.
* Spike spells insta-gib dual wield melee - easy, to fix - make subtle blow apply -DT to spike spells.
* Completely revamp Usukane from Ambuscade. Noone would mind if it was identical to Sulevia's (replacing STP for say, DA/TA/something)
He uh, didn't actually make any suggestions regarding other melee's survivability.
Edit: I honestly believe that if Amnesia didn't shut down melee so completely (as well as gear-lockout moves), and melee weren't so prone to death, balance would be much better.
If melee didn't have a lot of risky baggage, people would use them. 2h'ers are capable of self-skillchaning (especially samurai), it's not that Dual Wield is so superior, it's just the jobs that get Dual Wield happen to have some knack for survivability and emergency self-healing (BLU's defenses, self healing, DNC's self healing, Ninja's defenses--though utsu largely obseleted by so much that wipes shadows). BLU's most useful traits are probably Accuracy Bonus (making hitting stuff easier) and DW (meaning that they can sub whatever is useful to the fight). DA/TA/STP/Skillchain Bonus/spells that increase DPS (Tenebral Crush, Nature's Meditation) aren't all such a big deal compared to the fact that blu is capable of hitting the boss and surviving the boss at the same time.
Giving Warrior all the attack in the world doesn't change this.