What you're forgetting is that the desired effect was to take IB off of the GCD without impacting anything else (since there was no argument to improve any other value concerning WAR). Simply taking it off of the GCD would increase DPS while simultaneously allowing it to be used off GCD. Changing that single aspect of the ability impacts multiple end values. If all you wanted was to have the ability to use IB as a mitigation and self-healing mechanism off-GCD (which is what is desires), the damage would need to be reduced in order to prevent it from acting as a damage increase as well.
It's not question of WAR becoming OP with the change but rather whether an increase in damage is justifiable. WAR already deals substantially more damage than a PLD while tanking so it makes next to no sense to further increase WAR damage when there is a very easily implemented way to take IB off of the GCD while minimizing collateral effects.
You're the one that believed that the damage should remain the same because otherwise people would use Steel Cyclone while also stating that any reduction in the damage would act as a nerf even if the damage per GCD remained exactly the same. Neither of those is true. What you're arguing for is the removal of Inner Beast from the GCD while also increasing the WAR's damage, which is perfectly fine to argue, but, by doing that, you're arguing that WAR damage is too low and needs to be increased.
The entire point of the reduction in potency and increase in percent-of-damage-as-healing was to preserve the current level of performance while providing the desired modification in usability. Simply taking it off of the GCD changes performance (increasing damage, burst damage, and potential use rate) on top of modifying usability. You're ignoring everything else that the change would create out of arbitrary obtuseness.
What's funny about this is that you're accusing me of having a knee jerk reaction when I've actually thought about the results of what such a change would do more than you have, as evidenced by your continual ignorance about the effects as well as jumping to completely inaccurate conclusions.
If you were top DPS as a Warrior tank in WoW, you were either throwing out AoE damage while the DPS was doing ST, which is just padding your numbers and therefore moot, or you ran with *really* bad DPS. Tanks have always done substantially less damage than DPS with the standard convention being roughly 50% (such that 2 tanks, 4 DPS, 2 healers translates into ~5 DPS), which is why tanks have always had outrageous threat modifiers (which WoW has continually increased in size because DPS growth always manages to outstrip threat growth). If a tank ever dealt as much damage as a DPS, it would be broken as hell because tanks built to be as durable as possible; that's the trade off: higher survivability means you have lower damage. When tanks are competing with DPS on numbers, there isn't much reason to bring DPS.When I use to play WoW, I was almost always TOP DPS as a Warrior Tank.