This has nothing to do why WAR is ineffective. As a "potential fix", the idea fails to identify the weaknesses of WAR compared to PLD. WAR does not scale with enemy damage. Your buffs are all focused on flat heals. That will not fix WAR's endgame troubles, it will just make WAR more able to faceroll the easy stuff. The ability is also rather ineffective in its original incarnation. Compared to your (rather mildly) buffed Inner Beast, the increased recovery bonus would make it essentially a wash -- you'd actually add effectively nothing at all to WAR's burst mitigation. Furthermore, you meet equivalence as a burst cooldown with Rampart in 4-man content and scale to half that in 8-man content.
I would say that's really inverse scaling. The more damage enemies deal, the narrower the HP window you can afford. If an enemy deals 100 DPS post-mitigation, it will be 70-75 seconds at least before the tank goes down. You can fall to 500 HP before you're 2 GCD from death. When you're getting blasted for 1500 DPS, you're always 2 GCD from death. You can't afford to push your luck when damage goes up, so the skill becomes less useful as damage rates increase. This is the opposite of what WAR needs.
Double Dreadnoughts are more like 20,000 over the duration.
