Let's clear up a few things in your opinion piece that I think should be addressed. I'm not trying to change your opinion - you've obviously got a strong one and you want to hold it. I want to fix your mindset about said opinion.
For starters, amusingly since the design of ARR, Paladin was the first tank to get a dedicated offensive stance. Warrior's defensive stance (post 2.1 fixes) was much more tankier and optimal for main tanking in ARR. The ideal scenario in ARR tanking was Defiance Warrior MT and Sword Oath Paladin ST. The fact that other tanks are keeping up with Warrior's offensives from HW are a sign of balance, not of design shift.
The tank stance thing I agree with, and disagree with. What needs to be understood about tank stance is it's design is not one to be maintained while you are tanking. It is designed to be a fallback/crutch ability. Once you are comfortable with a fight, it is meant to be turned off.Random ideas about skills, tank stance changes
The abilities concept of WoW Intervention-esque abilities is removing the design that Square is going with WRT Paladin, and it's abilities of Cover, and Intervention. There is a design philosophy that they may be trying to improve/dive into as they've mentioned in Stormblood.
TLDR: You have these abilities, just play the other tank.
A few things must be understood with regards to tanks currently not using tank stance, and defensive cooldown usage, and I'll respond to this bit with a few points.3. no more damage skills no please. idea of being tank is be your teams sheild tank damage over them reducing it supporting them every see bits. while contributating to small abounts of dps
1) You are, still, the team's "Shield." You, as a tank, take the brunt of attacks. Any other class at this would be destroyed.
b) You have cooldowns available to you. You assume all tanks who mainline offensive stance do not use cooldowns. This is an incredibly false label. A majority of good tanks plan their cooldown usage which minimalizes healing, and avoids tank stance as much as possible. Here is an example of a cooldown map I have used in the past. You're confusing the design of the game with people being bad at their class.
iii) The design of the game very much facilitates the use of offensive stances after a group has learned an encounter. It should be understood that outside of very brief moments (which for the most part are ignored by invulnerabilities), tank incoming damage is not scary. Here is an example of one of the scarier moments in tank damage in recent, non ultimate history. It is two high damage multi-hit busters which baseline do around 50k and 70k respectively, followed by a 100k damage buster which, with cooldowns, is nullified. Tank damage is not scary, with proper planning. Because of this, tanks are found in offensive stance, contributing more to their team than defensive stance would. Proper utilization of defensives, along with coordination with your team, will allow you to contribute the most that you can. Which, in the current design of this game, is DPS. We do not do it because we are greedy damage goblins. We do it because in the end, it is optimal.
Again, you are confusing the concept of bad design, with bad play. You seem to have met more people who play badly, as opposed to a game that is designed poorly. Step up your game, as well as talking to others, in order to make them change how they play to be less of a detriment to their team.
P.S. For the record, if outgoing tank damage was lowered, those who enjoy tanking in this game would still be tanking. I for one, believe that tank output should be like...2/3rds of what it is now. I still find tanking fun. Searching for numbers is a bonus.