I agree with this sentiment. They built a good solid foundation which they can continue to build upon going forward.
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For the most part Paladin and Gunbreaker so far from my experience feel good to play and definately feel fine given the amount of concentration you need to be optimal on them.
I can't speak for DRK since I haven't touched DRK since expansion.
WAR on the otherhand... BOY did they dumb down that job. I actually fell asleep at my monitor while doing Titania EX as WAR once, my god did they not realize WAR dumbed down too far from SB. There is just so little to do as a WAR until IR comes off cooldown then you finally have 10 secs where you feel like you are impacting and need to somewhat concentrate so you don't botch it up. After that you enter a down period that just feels bad to play honestly.
Maybe a tad, I was quite a staunch defender of both tank stances and enmity tools, and while I still enjoy tanking it definitely feels more blue DPS than it ever did before.
Gunbreaker alone has a higher skill requirement to play than any of the tanks did in Stormblood.
Streamlined is the word you're looking for not dumbed down, having a good tank vs having a bad tank is more apparent now than ever you have a lot of tanks going Lolbreaker but unable to mitigate properly and dying on every mass pull whereas you'll have a good Gunbreaker that knows how to use CDs, good dps uptime and great positioning.
If anything tanking has become more free flowing and unshackled if you ask me.
I main a PLD and have a MNK as dps. i have seen current lvl 78 plds that have no idea how to play, dont use cool downs or even turn on the hate builder. so. . dumbed down is based on who is mashing the keys. imo for those that play it and work hard to keep hate and do whats needed. maybe a tad dumbed down, but for those who dont care, dont have a clue or are just trying it out .. maybe not so much. i guess. ?
I honestly don't see a problem with how they are now since most MMO's already had this standard of "the tank passively should gain aggro". FFXIV's case, the tank can now do this with a stance to still abide by FFXIV's mechanics and still do what normal MMO's do. If anything, making things a bit smoother, allows them more ability to give tanks more mechanics to do and focus on rather than just "hold boss, stay alive, aim away, move from A to B or from A to C". Going forward I either hope to see more mechanically involved for tanks or a bit more interesting variation in gameplay styles to make them more unique to being a tank role.
DRK is basically a gimped WAR with high risk no reward, if you want a TL;DR version.
But long version is; DRK is has no sustainability, damage type specific buffs are causing just as much balancing issues as damage resistance debuffs(which they got rid of at launch), Living Dead is still a black hole for resources, The Blackest Night is either DPS neutral or DPS loss, and everything I wanted DRK is on GNB.
Threat has absolutely been dumbed down, to the point where if a tank is losing threat they've either forgotten their stance or they need to be kicked. There's really no in between anymore.