Let's see... A 10 second immunity CD on a 7 minute CD, which means that, at best, you'll use it *maybe* twice per encounter, more likely just the once if even that since you'll be too worried that you might need it at some other point; a 20% DR CD with an uptime of 22% at best; and a 40% DR CD that lasts 10 seconds and is on a 3 minute CD, so that you'll use it maybe 2-3 times over the course of a fight. Those CDs are nice, but they're crippled by their CDs. You are *forced* to save them for emergency situations because they don't last long enough and you have to wait too long between uses.
You can get as hyperbolic as you want but you're still ignoring the fact that the PAL CDs all have terrible uptimes. Acting as if they were somehow *better* because they have better contributions *while they're active* while completely ignoring the fact that they're active *way* less often and, because of this, are less likely to be used is simply being obtuse.
The WAR CDs are meant to be used regularly; you're not supposed to save them. The PAL CDs are meant to be held in reserve; you're *supposed* to save them. That's not just theory. That's experience in tanking over multiple games over multiple years dealing with the same exact issues. I've seen plenty of people that only ever look at the size of a CD rather than the uptime, and they're always missing half of the story.
Personally, I prefer the WAR CD suite since I actually *like* using my tank CDs actively, cycling through them and not worrying if I might need the CD for something more important within the next 5 minutes. It's a playstyle question. If you only ever want to see tank CDs as emergency buttons, you can feel free to go PAL, but you're incorrect to say that it's outright *better*. It's simply *different* and, honestly, if you can't get the value out of the WAR CD suite, it's not because of the class/abilities: it's because you just don't know how to use a CD suite that is actually supposed to be *used*.
The only CD that I'm even *remotely* jealous of is the immunity CD and, even then, that's a bit questionable because of that insane 7 minute CD. At best, it lets you ignore one burst damage attack per fight, which is kind of kewl but *hugely* restricting and not even all that valuable since it's not like you're only going to see *one* of those big nasty hits per fight.