I remember. Old IB was my lifeblood tbqh- It's almost the entire reason I started tanking in the first place. Early on, with full darklight or AF+1 if you knew -exactly- what you were doing, it allowed for almost complete healer independence in WP and AK. It was great. I of course realized right after 2.1 hit that I wouldn't have been able to even do EX trials much less continue with Coil(We had a static, but never got past t2) with how old Warrior was, but I'm still sore about losing the freedom that old IB gave me.
Not that no one brings it up, just not brought up as often as I'd like.
The self heal on path always felt completely pointless to me. The amount is way too low considering you can use it only once every 3rd hit in a combo at absolute best. Regardless, I love you for supporting a buffed IB heal. I'm on the side that dancing just shouldn't cost anything at all and neither should Onslaught, though. Actually, Onslaught should actually GENERATE gauge, to me. Considering how much we actually use and depend on it compared to everyone else, the speed of our gauge generation just isn't high enough at all.
About that- it was years ago now, but I'm pretty sure someone on the forums did the math if you wanted to dig that up. IB itself was never actually meant to be used as a defensive cooldown- I mean it works great as one of course, but it's net benefit was roughly the same as that that a paladin has always gotten simply by holding a shield and standing there.
On top of that, Defiance itself is and always has been worse than shield oath/grit in terms of defensive capability. Though after a Warrior has been healed (after initial activation) and assuming identical healers are constantly healing the Warrior as they would a Paladin, Defiance and Shield Oath are effectively identical (there's an EXTREMELY small eHP difference between the two- Shield Oath is on top but it's completely negligible.) yes, but Shield Oath has always come ahead even after the buff because of how it interacts with other cooldowns. I don't remember the exacts(the math, again, is from like 2.1 or so. It should be on the forums though if you were interested.) but essentially it came down to cooldowns being more effective across the board in terms of eHP granted, even before the shield was accounted for(which has always made Paladin flat out better at not dying.) Not to mention Warrior specific CDs(Bloodbath, Holmgang, Thrill, Veng) have always been 1:1 worse than their Paladin equivalents. I'm not going to pick apart individual skills here though since that's something that people who are smarter than me will do.