Indubitably, yet I must indicate that your incurable affectation to conceive all your posts under the assuaging auspices of a thesaurus has hitherto proved a most sphinxlike endeavour.

Jokes aside, I agree with the earlier point on swapping. Generally, tanking tends to be an all-or-nothing task. In most cases, fights feel like they were designed for one tank, with a second tank shoehorned in with a stack/debuff mechanic. It also doesn't help that you can bypass some of these 'forced' swaps with an invuln.

It's a shame that council fights aren't more common. I'm sure that we'll see one in the next ultimate; Brute Justice had one of the best examples of these. Omega-M/F was a good example as well. But this partially goes back to the "design fights for tanks" issue that I discussed earlier.

I also feel that the redundancy is another move to make tanking feel more "comfortable".

Another option is to place more importance on using on-demand cooldowns to mitigate damage. If you have to donate cooldowns to your co-tank when they're actively tanking, it keeps you engaged with tanking even when you're not 'actively' tanking.

It's a longstanding issue that this game's fight design has always faced, but if you make tank damage less important to the overall raid, the downtime when you're not actively tanking becomes that much more obvious.