I went back and looked at the opening post.
The main points raised were:
1) Tank damage output has fallen off significantly relative to both dps and healers.
2) It feels unrewarding to do less damage as a tank with your rotation than a healer spamming a single GCD repeatedly, bearing in mind that healers simultaneously have a lot more ways to dramatically impact fight outcome with their healing.
3) Tanking lacks impact.
I think that these are common sentiments for current tanks. I agree with the proposed solution (i.e. changing the relative raid dps contribution of the three roles) as one thing that needs to happen.
I think it's very clear to anyone who has been following tank changes from ARR that the game devs are actively fighting against what tank players want with regards to damage output. We use crafted accessories, they mess around with our stats and what we can meld. We use strength accessories, they role lock them and offer us accessories without dps progression. We use previous tier strength accessories, they're forced to backtrack and add strength to our gear with lip service progression. Until they finally won out this expansion. But what a pyrrhic victory it was.
When you're repeatedly foiled by the playerbase in forcing an outdated vision of tanks as glamorised target dummies, maybe it's time to step back and recognise that your vision is wrong. Why should we tank if they don't make it worth our while? More broadly, why should we support a company that thinks its too smart to listen to us, even when they could be bothered to translate back our feedback?
I think the issue of rotations and such are a bit of a distraction. There are plenty of games out there which offer more mechanically complex gameplay without having 20+ keymaps. That's usually a product of movement and positioning.
While I'm sure that there are plenty of skilled players out there who wish that they could be given more of a challenge, I think that the one unifying concept that players of all skill levels can get around is that they want tanking to have a bigger impact. There needs to be value behind what you do, regardless of whether that's moving a boss in a way that allows your dps to optimise better, defending a big attack to take pressure off your healers, or simply by being the last one standing and pushing out your damage to turn that last 1% into a clear. Those rare game changing moments where everyone pats you on the back are the reason why people pick up clutch roles like tanks and healers.
Enmity is one of those things which nobody will notice if you manage it correctly, but everyone will get upset if you manage it incorrectly. I can't say that I've had anyone complement me on aggro management.
What people definitely do recognise, however, are the little things. The smooth backstep that allows your team to maintain their positionals while getting everyone to safety. Getting the boss to jump to the correct position such that melee can swap directly from one target to another without any downtime. Or that clutch mitigation save that prevents a wipe. Or that 1% Holmgang into clear that I mentioned earlier. That's the sort of thing that has everyone cheering you on. But those moments are getting rarer and rarer.
This is very much a fight design issue. The game developers, as much as they want to tout their fights as being elaborate and complex, just don't offer tanks a whole lot of ways to contribute. And their stubborn insistence that tanks are just there "to take damage" has simply unmasked a much deeper lack of depth to the role.
That's part of the reason why I said earlier that this game really could do with just dps and healers. The bosses tank themselves. Increasing the damage contribution that tanks can offer is only part of the solution. The only real cure is to make positioning, movement, and mitigation actually matter.