Pretty sure the only DPS oriented ability this was done to was C&S. What this amounts tois basically an extra 210 potency per minute. Thats not game breaking at all. Divide that up and that's like an extra 8 potency per GCD or something like that. That's like if SE gave us Scourge back, but nerfed the DoT to 8 potency per tick. Not really awe-inspiring. When I see a buff that looks powerful, I usually try and math out how much of a gain it actually is. Usually, I'm surprised.
DM's DA effect being raised to baseline really isn't that big of a concern honestly, considering PLD can now block magic. Its also meant to rid us of this system where we have to sacrifice DPS just to get our cooldowns to be fully functional. In a DPS context, MP=potency, so trading MP for potency via DA is the de-facto standard. It doesn't translate to mitigation though, any more than you can balance a Trick Attack with a Sacred Soil.
Those were the only two abilities that literally had their DA effects made baseline. Some other abilities had their DA effects buffed slightly, such as Quietus and AD. And when I say slightly I mean *sliiiiiigghhtttllyyyy* with a lisp, lilt, and slur. AD returning 120 MP per target hit when DA'ed is a gain of a whopping 7 potency per target. If 2400 MP is 140 potency, 120 MP is 7 potency. Its peanuts. Buffs like this are far from dethroning the other two tanks or making them irrelevant. That's why I said in response to Shao, the OP's changes are extremely conservative.
Not sure what you mean here, the OP's Sole Survivor had no interaction with DA.
If you're referring to the Shadow Wall change, I'll refer back to my previous statements about a sacrifice of DPS just to make our core cooldown suite function with a respectable degree of power being stupid. Anyway, its not a have-your-cake/eat-it-too situation. All it means is you trade one defensive ability for another. You're trading a dollar for 4 quarters instead of trading a dollar for 4 soybeans.
Its like if you were to ask PLD to pay a Holy Spirit's worth of MP unless they want to have a 30% Bulwark instead of 60%, or if you told WAR that Vengeance was gonna go back to being just a counter attack, and they'd have to pay 50 BG to get the 30% mitigation. Hell, WAR used to essentially get 10 BG just for pushing Raw Intuition or Vengeance. They actually got DPS *gains* from hitting mitigation buttons, and SE is gonna tell us its our lot to do the opposite?
Dude. All of the "hell no." All of it.
In no way is that fair, balanced, or even intelligent. And its not something people that play DRK should have to put up with, especially if their DPS is gonna be lower and their utility laughable in comparison. If I'm gonna pay for mitigation in DPS in ways no other tank needs to, the both of those things better be competitive at the absolute minimum, if not slightly better.
The fact that the community is conditioned to think this is just how DRK works is a problem in itself, and a double-standard on which partial blame lies for things like the plummeting usage statistics for the job. Its not fun. DA is DRK's FoF or Berserk. It provides a similar boost on a per-GCD basis. If you told PLD or WAR that any time they wanted to get full power off their defensive CDs they'd have to hack 5 seconds or 5% off of their next FoF/Zerk they would be apoplectic. The forums would erupt.
History of tanking in this game says that not only is this untrue, its no less likely than the alternative. PLD can pump out more party mitigation than a SCH fairy, and WAR spent the whole of 2.x and 3.x having exclusive access to perhaps the 2 most powerful debuffs that have ever existed in the game, completely unchecked.