I always say the same things in regards to enmity management and 'having to work' for it. In those arguments I often ask, how would you balance it? With an extreme being a lower geared tank and a high geared DPS. The tank would be punished and forced to go into tank stance/use more enmity combos, which then negatively impacts the tanks DPS, making runs even longer. The above quote is the outcome of this situation. Lesser geared tank, being forced into tank stance and then being berated for it.
Everyone always assumes tanks and DPS will be on equal footing gear wise. This might be the case during savage raids with statics, but out in the world of dungeons and normal modes, you cannot guarantee that. This is why you always have to ask, how would these things be balanced, bearing in mind it has to work at the extremes as well.
Even during SB, when I done dungeons on monk, I would rip aggro off of tanks even if I used diversion. Even if you account for equal gear, a BLM will generate much much more enmity than a BRD. How would this be balanced? You have to work extra hard for the BLM but the BRD, you can be a bit more relaxed now.
Nothing positive came from having the DPS up a tanks arse enmity wise except the tank having to neuter their DPS and completely mess up any flow the job had by replacing a DPS combo with an enmity combo (prime example being PLD, replace any Royal Authority combo with a Rage of Halone combo and you would not have the MP for your requiescat phase). I could go on, but I will leave it at that.
However, I do suggest other things, making interrupts and stuns more prevalent and I don't mean being able to stop an attack but rather weaken it. A boss could have a Raidwide AoE that does damage and applies a paralysis...unless you stun it during the cast. The damage would still go out, but the paralysis would not be applied. You could make things a 2 part attack, the first part being a 'buffing' cast and the second one the actual damage. I see this happening as, buff cast, which you stun/interrupt, you can then have some mechanics, then the boss can cast and if the buff section was stopped successfully, you get a weaker version. So much can be done with attacks if you get out of the mindset of stuns/interrupts HAVE to stop an attack and I think this will help tank gameplay.
There are some things that need to be addressed to make tanking feel better to play, but forcing restrictions on them with tighter enmity checks is not one of them.
