There are two methods of achieving balance. The first is to make the two jobs in question identical. The second is to make them sufficiently different such that many of the abilities are not direct analogues. There is a sort of uncanny valley in the middle where players perceive two jobs to be identical except for some slight differences. Those differences then become deciding factors in which job you pick. If WHM is an 'AST without cards', why play WHM? If DRK is a 'budget WAR', why play DRK?
That's why you can't partially homogenise jobs. People look at abilities and recognise analogues. Shadow Wall is obviously Vengeance, when you put the two side by side. So when you make one obviously weaker than the other without an upside, then people fixate on that.
That's not to say that homogenisation is the answer, either. The point of having several tanking jobs is to provide diverse playstyle experiences, so that there's something to cater to everyone.
There will always be a set of core functions that every tank should be able to do. These, for the most part, should be as similar as possible. I'd like to think that this was the intention behind the role action system, although its execution left something to be desired. But outside of these core functions, the tanks should be as different as possible, so that there's relatively little basis for comparison. This is where you flesh out their identity.
WAR's aesthetic involves big, powerful hits that happen in bursts of rage. This is not a PLD or DRK aesthetic. So when you introduce 'Fell Cleave' equivalents on these jobs, they're going to be necessarily inferior. Bloodspiller and Holy Spirit will never be allowed to reach the same potency values.
So rather than trying to compete with Fell Cleave (let's face it, with the way that Holy Spirit has been nerfed every second patch, it might as well be in competition with Shield Lob next expansion), why not take these abilities in a new direction? Perhaps change Requiescat into a ranged attack so that your burst window can also start while at range. Perhaps change Holy Spirit so that it offers some kind of benefit to nearby teammates (healing, etc.) when it happens.
Bloodspiller could also benefit from this kind of thinking. While Bloodspiller hits reasonably hard, DRK doesn't really have much in the way of personal damage buffs to take advantage of that potency. But again, why try to compete with IR-powered Fell Cleave when you can play to your own strengths? What if Bloodspiller stole a bit of HP and MP from your opponent when you used it? If you dropped down both its cost and the blood gained from TBN by an equivalent amount, you'd have natural Bloodspillers more often. Perhaps its role then would be more of a blood gated 4th combo action, rather than something that you stockpile for an entirely teammate dependent "burst" window.
People will always try to pick what is optimum. Anyone can compare potencies or durations and math out which is better. But the more complex and abstract the points of comparison become, the less certain people become about those choices, and the more debate happens over which is best. That's why I want to see design decisions driven by a clear sense of what each tank's identity is.


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