See here:
In addition:
Clemency is still worthless. I still don't know why you consider it better than a skill you should actually be using.
Equilibrium is absolutely better, though, and I would never argue otherwise.
SoSu could probably use a buff. Turning it into Vengeance is not a buff. Taking away what it does completely because "it's not useful" is not a buff.
You should always use DA+CaS in single-target. If you're starved for Mana when CaS is off-cooldown and have a single target in front of you, you played it wrong. Hence: intricate, advanced mechanic.
Sole Survivor is much more intricate than that, since you want to time it for specific points, not just use it because you need Mana. Using it mid-pull in a trash encounter is (generally) less effective than holding it for the end. You should never be ending any encounter with more than 50% of your maximum Mana remaining imho. If your Mana ever fully refills, you mis-managed your resource.
Hence: Complicated, advanced techniques which require more thought and planning than the other tanks to maximize. PLD and WAR are both just a strict, rigid rotation you do to maintain maximum DPS. DRK is that, as well, but has various pitfalls which can screw you up if you don't play it proper.
I can definitely agree that the CD could probably stand to be shortened to 90 or 60, since 120 is just a bit excessive for the skill as it is.
//meh - I don't think traits are needed. Traits are only there (really) to boost cross-class skills or to allow a Job to have a core mechanic skill (Heavy Thrust, for instance) early on and then make it better in endgame to balance it out properly. Doing traits for new skills would be silly. You'd waste a skill slot on buffing the skill you got 2-8 levels ago when the skill you got 2-8 levels ago should have just been the buffed version in the first place.