Let's consider this:
WoW developers spent four years trying to balance Druid, Paladin and Warrior tanks throughout vanilla and BC, only to give up during WoTLK and make Druids, Paladin, Warrior and Death Knight tanks absolutely equal in terms of mitigation, DPS / threat generation and utility. The tanks used different skills to get there, but it was the same result. For once it didn't matter who the MT's class was, the only thing that mattered was their gear.
WoW's designers were by no means dumb people. They were / are some of the best designers in the industry, and they tried designing the classes every way from Sunday for years and years trying to make different strengths and weaknesses for tanks work. But when they gave up, and just made them all equally good as each other, the players benefited for it because people didnt need to reroll a Warrior if they wanted to raid.
Now the new generation of WoW designers have tried to make different tanks have different strengths, and the result has been -- you guessed it -- raids abandoning certain tanks because others are way superior for clearing content.
So what would I do? FFXIV already has this problem. It's self-evident. So I'd accept that if you design tanks to be have different strengths and weaknesses, all you are doing is intentionally creating a situation where one tank class will be viewed the most inferior while another is viewed the most superior.
Sure, tanks can have different flavor text and different ways of playing, but the end-result needs to be the same across the board. Equal mitigation vs physical, magic and utility. Equal DPS. Equal utility.
Unlike damage dealers and healers, tanks are the most essential role for a progression raid. It doesn't matter how much healing or damage is dealt, if the tank goes down, the raid wipes. Therefore raiding parties will always gravitate toward the tank class which offers the most advantage for the encounter and steer clear of the inferior tanks. This has always, always been how things are in MMOs when misguided designers try to make tanks have different strengths and weaknesses.
Just because something sounds cool on paper, doesn't mean it translates well into a live multi-player game. Generally speaking, people follow a herd mentality that gravitates to mix-maxing. Purposely building inferiority into a tank class simply creates tank classes that raids will refuse to take into a raid.



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