I've got a few suggestions/thoughts on how to alter tanks, some of these have already been said so I'll just echo them in agreement.
Global Tank Changes
-Possibly make VIT the attack modifier for tanks instead of STR.
Reason: There has already been debate after debate of STR vs VIT stacking for tanks, when one should have never arisen in the first place. I'm not sure on what the proper values would have to be, but remove STR from the attack modifier for tanks, and replace it with VIT. I can't see any reason why this would be unwanted as DPS tanks will be left unchanged, and turtle tanks will only become more "powerful".
-Add VIT into the damage taken formula. Ex: Increase DEF/M.DEF, give bonuses to resistance, etc...whatever is most "balanced".
Reason: I would only submit this idea if the one above didn't pass, as it would definitely start getting into overpowered territory... Anyways, if the effects of STR on tanks is left unchanged, I feel a boost to the effectiveness of VIT on tanks should be added. This boost should be significant enough for tanks to truly go into turtle mode, and allow healers more freedom than they already do IMO. Create a combo of DPS tanks + sub optimal DPS healers or Turtle tanks + 99% uptime DPS healers.
Paladin Changes
-Increase Shield Oath enmity modifier.
Reason: It's been stated before, but PLD's have lower enmity generation and obviously lower burst enmity generation. Increasing the potency or enmity mods of Savage/Rage would also help, but there has been the argument of that hurting threat management when off tanking.. which is true to some extent. I think it would still be easier for all parties involved if Shield Oath was improved instead of changing Savage/Rage themselves.
-Change Tempered Will to give a TP restore effect instead of its current use.
Reason: The remove bind/heavy and ignore knockback are cool, sure. Yes they do have their niche uses. However, PLD desperately needs a TP restore more than they need what tempered will currently is.
-Spirits Within ignores damage penalty while in Shield Oath.
-Spirits Within has an increased critical hit rate while in Sword Oath.
Reason: The first is to help with burst and overall enmity generation. The second is to give a minor boost to DPS.
-Royal Authority potency lowered to 280, now lowers targets damage dealt by 10% for 20 seconds. Now combos off Riot Blade.
Reason: First, I thought it was fairly boring/bland to give PLD a combo that just did a little more DPS than what they've been using for 2 years. Second, I felt WAR shouldn't have a monopoly on the 'path' debuff, so here we are. The combo off of Riot Blade will be needed for my change to Clemency.
-Clemency cast time reduced to 1.5s. Potency lowered to 600. MP cost lowered by 50%. Additional effect: Critical casts lower Divine Veil recast by xx (10-20?) seconds.
Reason: I really want to like Clemency as it is. However, due to constant interrupts, huge MP cost, and the extreme likelihood that your cast will just result in a over heal, it simply does not work in endgame content. The base changes to the spell itself would hopefully let you make use of it just in a healing sense. The additional effect would be the something 'extra' to make it more unique and add to another one of PLD's new skills.
-Divine Veil barrier changed to a determination buff. The buff potency scales with the casters weapon damage.
Reason: I felt the support provided by DV's barrier effect wasn't that "powerful". This is also the age where DPS is king, so I figured PLD's being able to improve party DPS would be a nice utility.
-Shield Swipe recast changed to 30 seconds, instant cast/no TP. Additional effect changed to: lowers targets accuracy for 10 seconds.
Reason: It's been stated before, but shield swipe is mostly useless now. I thought this change wouldn't be too powerful, but it would still keep it in the "I should use this" category. The idea for this would be, use shelltron, get proc, use swipe, start using clemency/stoneskin.
-Circle of Scorn potency increased to 200, DoT removed. Recast increased to 30 seconds.
Reason: See Bulwark below.
-Bulwark to add an additional effect: While bulwark is active, each block has a chance to lower circle of scorn recast.
Reason: PLD is terrible in the AoE DPS department, this would (occasionally) help during large pulls, and be extra fluff for single target encounters.
-Flash, let blind work on higher tier bosses.
Reason: C'mon : (
Warrior Changes
-Fracture DoT potency increased to 30/tic and/or gives a stack of Wrath/Abandon.
Reason: Using fracture outside of the uber burst rotation is kind of a wash atm. It slows down IB/FC use, and it's just odd that it costs more TP and does less damage than the DRK counterpart Scourge.
-Bloodbath base duration increased to 30 seconds, trait now gives: critical hits while under bloodbath lower recast time of Foresight.
Reason: Bloodbath and Foresight are both pretty mediocre cooldowns, and I think this would be a more unique way to increase the uptime of Foresight.
Dark Knight Changes
I don't have DRK finished yet, but there are already some glaring issues/concerns with the synergy of its skills.
-Dark Dance w/ Dark Arts, change evasion boost to either more Parry Chance or increased Parry DMG reduction.
Reason: I think Blood Price is a good cooldown, but the DA enhanced version of Dark Dance works against BP. Even if BP didn't work the way it didn't, there's little reason to use DA on DD over SE/PS/DM. Giving DD increased Parry throughput will make it viable to use as physical tank buster cool down in the same vein as DM.
-Dark Passenger w/ Dark Arts, change blind effect to increased potency or increased DMG taken, or a TP restore of sorts.
Reason: As above, this skill works against BP and rarely sees use with DA. Any change to the DA use would most likely be welcome, lol.
-Plunge, add some sort of buff/debuff/effect.
Reason: Look, using Plunge is pretty awesome. But when you look at it as an oGCD, it's pretty lackluster. There's very little reason for gap closers atm, and having an oGCD that's just straight up damage is lazy. I'd be ok with a potency hit, or recast increase if something else was added to it... I'm just not sure what to do with it.
-Delirium combo bonus changed to decreases slashing resistance and HP recovery.
Reason: With this change, and the above change to PLD's Royal Authority, PLD and DRK could paired up and not be at any real disadvantage compared to having a WAR in party. This would also let a NIN in this composition keep their DPS higher by not having to use Dancing Edge.