I've seen this type of comment a lot on both of my threads, and whilst there's truth in it, it's missed the point. The issue isnt that tanks are having to push their dps as hard as possible. That -will- always be part of tanks. You accept it'll be less than a DPS class but all tanks in all MMOs have always been able to contribute to the dps to the best of their abilities.
The issue in FFXIV is just HOW MUCH YOU SACRIFICE in order to push your dps, and how this requirement not only reduces that "feel" of tankiness but pretty much prevents you from gaining any real satisfaction that the gear you gain from progression rewards is helping this.
In WoW, prot warriors didn't suddenly drop to Battle stance and wear leather armor in order to max their damage. Virtually all WoW tanks now gain damage from their tank stats. A tank with huge amounts of gear trying to do the most damage they can will be wearing almost identical gear to a tank who's trying to be as survivable as possible, and their rotations wont be that different either. They might just swap out a trinket or something.
That's the point here. Tank DPS has always been important, and there's emphasis on it in all MMOs. But here, the balance is skewed hugely far in favor of DPS. Tanks are expected to tank in their DPS stance as much as humanly possible. Any gains in gear that make them tankier are immediately sacrificed into a direct dps conversion (get a new chest? Drop a vit acc for str so your HP stays the same. Already wearing full slaying? Probably means you can tank more in Sword Oath). The way the game mechanics are set up, coupled with the fact that tanks can waltz into alex savage and perform perfectly well in base level "undergeared" stuff just means there is ZERO incentive to gear up as a tank, even if it's incidental.
Tanks never really get to feel the benefit of getting tougher and tougher here - the satisfaction the game gives them for playing their class well and getting upgrades comes from higher DPS, not in seeing past tankbusters barely move their health bar when it used to nearly kill them.
There are arguments that "extra dps is always important" and "tankiness is a binary state - you either survive or dont". This is short sighted. Survivability of a tank is a two person job - healer and tank working together. The Meta in FFXIV is for the tank to push as much responsibility for this onto their healer as possible. They specifically try to go into an encounter wearing as little designated tank gear as possible and tanking in dps stance as much as possible as long as the healer can cope. That's fine and all, but getting tankier DOES help your healer out. It may be a binary thing of "if the tank survives you dont need any more tankiness" but is this really any different to "if you have enough DPS to beat the enrage, you dont need any more dps". It adds security and safety to the encounter. It makes it easier, the same as higher dps makes it easier.
The reason why people are eschewing tank stats isnt because "dps is always better" or "tankiness isnt important". Both of those are purely subjective. The issue is the balance - tanks can survive Alex Savage fights in 190 gear with slaying accs in dps stance, but a lot of undergeared raidgroups couldnt hit the DPS checks. The DPS check remains the harder part of the encounter and the tank survivability is easier. Yes, taking a 25,000 health tank with 50% parry chance who always tanks in Shield Oath -would- be far far easier to heal than a sword oath 15k health one... but the increase in healing ease doesnt translate to any significant increase in the chance to complete the encounter.
I counter with this: let's make a few hypothetical changes to A1S. The Hyper compressed Plasma now hits for 10,000 more damage than it does now. Royal Fount now hits for closer to 8,000 on a tank in tank stance and is no longer scripted - it can come at random points throughout the fight, including very close to the tank buster (and can be blocked/parried). Auto attacks are increased by 50%. The total health of the oppressor is reduced by 5%.
In this situation, with 5% less health the enrage timer is still tough but tanks woudl be fine just pushing as much dps as they could in tank stance. Every other person in the raidgroup would play the same with the same mechanics, but tanks would always be at risk of dying if healers werent lookign after them. The fact that royal fount could come at any point, the harder autos, all would mean that tanks would need to use some cooldowns more reactively, and would benefit hugely from tank stats - not that Parry is good, but if parry had a bigger return then it would -help-. A big health pool would -help- as it would reduce the chance of tanks being randomly burst by unfortunately timed royal founts.
Maybe the numbers are off but you get what I mean - the issue with tanks being so focused on DPS isnt that dps shouldnt be important... it's that incoming tank damage is so fundamentally MINOR in this current patch (even compared to 2.0 raiding - T9 and T13 felt MUCH harder on the tanks than anything in alex savage from a damage-income perspective) that tanks can just ignore any reason to make themselves tougher. And THAT is what feels off.