I guess I'll throw my hat in the ring, too.
- Allow Heavy Swing to generate gauge. This would help with fluidity in resource generation. Currently, gauge generation feels staggered and...jerky, for a lack of better words.
- Change Onslaught to cost no gauge. Change it so that you can't use it when right next to the mob, and allow it to generate 20 gauge. This way WAR has a gap-closer that gives it a head-start on resource generation at the beginning of a fight (likewise, it gets a small boost in generating gauge on fights with multiple targets or big telegraphs that require the tank to run away from the mob). Might also help alleviate the fact that Infuriate cannot be used out of combat. You lose an oGCD skill, but that can be dealt with in other ways.
- Unify Steel Cyclone and Decimate. The lv60 WAR ability should not be a copy of Steel Cyclone with higher potency, and all of Decimate's properties can be baked into Steel Cyclone upon getting Deliverance. In addition, this opens up a slot for a new lv60 ability, or allows for Decimate to be repurposed (like, say, into an oGCD skill that consumes gauge).
- Buff Shake It Off. I'm of the opinion that this skill should be the WAR's status removal tool. I'm tempted to suggest giving SIO a bonus for using it to remove status ailments. Could be something like a short-duration damage boost, a decrease in damage taken for a short time, or generating some gauge. The downside to this, though, is that it would encourage WARs to stand in stuff they're not supposed to.
Non-sequitur:
Re: Stances
My feelings on this are well-known, but I can give suggestions on the matter.
- Remove stance bonuses: This mostly applies to Defiance, which means WARs would lose the extra HP and extra healing received. If nothing else, this is to emphasize that stances are meant to determine how your other skills work rather than being about survivability.
- More skills that work differently between stances: This shouldn't be limited just to Inner Beast/Fell Cleave/Steel Cyclone/Decimate. The Equilibrium approach should be used for a lot more MRD/WAR skills (Berserk, Vengeance, Maim, and Storm's Path come to mind).
- Facilitate stance changes: If this is really the direction we need to go, then WAR needs a skill that does something and switches the stances. Use skill while in Defiance, mob receives some effect and you're now in Deliverance (and vice versa).
- Tie mitigation to combo bonuses: If we remove the extra HP and healing from Defiance, we need to put that mitigation back in through other means. I'd suggest combo bonuses when used in Defiance grant stuff like increased HP healed, reduces damage taken by a percentage, and so on.
In short, you can have your free stance swaps, but the core of how WAR plays would need what I consider major changes. And needless to say, numbers would have to be balanced around a PLD full-timing Shield Oath.