Even in terms of design, things are probably a bit out of line, at least for a game that's supposed to be a Trinity game. Tanks, while tanking, are currently pulling DPS that's pretty close to support DPS (about 85% of their output, from discussion earlier in the thread), while fulfilling the entire job of a separate role in the party that's not a DPS.
Meanwhile, BRDs/MCHs are giving up the same amount of DPS potential, relative to the "full" DPS for utility that isn't even necessary if everyone manages their resources properly and doesn't die. While the general tiered structure makes sense (primary DPS > support DPS > tank), the gaps are currently too narrow. An offtank doing 85% of a BRD's DPS wouldn't be such a bad thing, since they have the potential to offer another service to the party, the same way BRD/MCH have the potential to offer another service to the party.
The problem is ultimately that main tanks are hitting that 85% number, at the same time as they're offering the utility of being a tank. If that's fine for main tanks, it should honestly be fine for BRD/MCH to do their full DPS while offering support functions, too (i.e., Paeon/Ballad wouldn't have an additional damage penalty on top of them). Of course, the main thing at fault here is the content, but as mentioned previously, we can't really assess class balance in a vacuum (heck, witness PLD, which has a lot of theoretically nice utility, absolutely none of which has any notable application in the game right now).
I think this does play a factor. Tanks have very little in the way of oGCD stuff to manage, fewer timers/DoTs to worry about, and fewer buttons to press than melee do. Just as using melee as an example example, 11 of a DRK's 27 abilities are important for single-target DPS (12 if you count Dark Dance while MTing for Low Blow proc fishing), while 18 of a NIN's 27 are important for single-target DPS. MNKs are at 16 and DRG is at an astounding 21, for comparison. WARs are probably the most complex tank with 15 main buttons for single-target DPS, which makes them about on par with MNK (which is probably the least complex of the three melee—it just deals with the responsibility of Greased Lightning and all of that).
This is no doubt by design, of course, as tanks traditionally have other things to worry about which have historically prevented players from choosing that role, leading to bottlenecks in party formations. By simplifying their "rotational" demands, the barrier for entry is lowered, ultimately increasing the number of tanks in the game. (There's something similar at play with Healers in FFXIV). That's a good thing, but if the encounter balance, gear balance, and class balance isn't properly maintained, it can lead to other issues, like what we see with tanks in the game right now.
If good WARs grew on trees, I would gladly do so, but unfortunately, they're in short supply on our server. Sometimes you have to work with the hand you've been dealt. If we didn't stick with this WAR and try to help him get better, we simply wouldn't be raiding at all.
We don't raid at a world-first level and I know that my muscle memory getting the best of me on occasion is an excuse, and it's something I work to get better at every time we step into raid. Unfortunately, since WARs are, again, rare on my Data Center, I don't get a lot of opportunities to play with them (I'm far more often paired with PLDs and DRKs in the DF, which is more opportunity for my muscle memory to remain ingrained), so the work is always a matter of continual improvement.
There's still absolutely no reason for you to be condescending.