Personally I think it's better now than before. In that I didn't think it that fun to worry about since it was only a problem when either A. you were being rofl stomped on ilvl differences in those ilvl changing dungeons like i59 to i60 (new tanks being synced with mega geared players) or B. other players weren't using their kit and so it was just adjusting your damage potential down (while still playing the same buttons) to compensate for other players not playing their entire toolset. Or alternatively some people looking at you negatively because you don't want to worry about people playing right or not. If you didn't want to test the party out and see if they were going to use the skills and kept it on, then someone might look down on you for not being optimal, but if you test out the party and someone steals hate because you weren't ready for every single spell and ogcd they own as fast as they possibly can BUT emninity reduction.. then you get looked down on too lol. It was just not that great a thing to have to worry about. Usually I just left it on slightly longer than necessary so there was a huge difference and then turned it off, trying to find the best of both worlds, but I still felt it was not the fun part of being a tank.
Also it was a bit of a philosophy sore thumb in that it cost you damage to tank better, which was your job, but damage is king so that's really your job.. lol. So do your job better by doing your job a bit worse. Obviously it was fine because your cooldowns and healer were enough, but it just seemed like a backwards companionship in terms of playing optimally. I'll be a better tank by turning off the stance that defines my job's name. Always made me laugh. I prefer that's not the core design philosophy of aggro management, if it did ever come back. So like using the aggro combo vs damage combo didn't really bother me but I personally hope the toggle dance never comes back. Which is obviously what I've focused on mostly here lol (the tank stance thing).
I suppose If they want they could introduce a new mechanic (sort of new), where monsters begin to look around and the tank can assert their dominance by preventing that shift with their single target ranged attack (giving it purpose inside of normal combat, and making it a tank specific duty so it's not something that players shift blame / responsibility around on like using your emnity reducing toolkit was). If the tank fails to stop that then the monster goes off to wack / cast at another player for one turn (or perhaps until the effect is broken) and then goes back to whoever had aggro in the first place. Can have it happen here and there, a few times a dungeon but not like every monster in a trash pull will do it (which would be annoying). Can give it an exclamation mark graphic above their head for info that it's happening shortly (orange ! to state it will happen, will be red while happening). Bosses will not have this mechanic outside of it already being something that they do as per their mechanic (like the few bosses that aggro reset).