It took 7 GCDs in order to make turning on the stance neutral in DPS. by the 8th GCD you were finally at a DPS gain. So you had to go w/o needing the tank stance for 8 GCDs.
PLDs and DRKs were already penalized in some shape or form. (including the MP cost for DRK) WAR had no activation cost, nor resource cost.
This sounds fair, but in reality it wasnt fair to WARs, because people didnt understand that inner beast wasnt meant to be an "On demand CD for TBs" in the same way it is now, or was used then.
ALL tank stances were either meant for threat, or tank busters. Tank stance took up a GCD for PLD in 2.0, and WAR had to use up a GCD for inner beast.
They were meant to both be used for TBs. WAR gained the extra max HP, followed by a self heal to fill the newly obtained max HP. (aka, akin to TBN)
But PLDs could just sit in tank stance, leading to less dmg taken in prolonged dmg intake, and stack other CDs to make them too tanky, to the point SE had to change WAR to match what PLD could do. (PLD needed nerfed, not WAR buffed, as this ruined tanking mitigation forever)
Once WAR gained the -20% dmg taken, it made for an awkward scenario where WAR was essentially doubling up on its surivival, with both 20% more HP/healed amount, and 20% mitigation.
This is mostly why people started seeing IB as the TB CD that IR is today, but still saw PLDs tank stance as a stance, and not a CD.
HW tanking was designed around the idea tank stances were youre "Free CD" thats always available, if you didnt plan your cooldowns correctly, so it came at a cost." PLD being 2 GCDs for stance dancing, DRK was 1 GCD and MP, and WARs was a GCD and beast gauge for IB.
So adding an additional cost to the beast gauge was unfair for mitigation purposes. But it WAS fair for "threat" purposes, as WAR already had so many ways in which to handle threat over the other 2 tanks. (And DRK was so bad, you wanted a NIN to keep their threat up high, and a WAR to open the pull with, as even a PLDs threat wasnt as good enough lead for a DRK to tank out of tank stance)
In the end, threat was essentially a joke in SB due to shirk being added, so there was no reason to add a penalty to WAR for its high threat, since shirk allowed for easy threat on DRk and PLD.
So yes, the beast gauge penalty to stance dancing was unfair, but it makes sense why they 'thought' it was reasonable.
(Granted they also though giving WAR and PLD more useful tools over DRK was also a good idea. They thought shirk was a good idea, despite just needing to fix provoke into having a 6 second effect that makes the target hit u, even if you're not the highest in threat. which would bring back the need to use threat combos for tank swaps, etc. But most of the SB/ShB team are the B team, with the biggest people being pulled away secretly for FF16 (or what we assume is FF16) as they left before the patches to HW.)
I rather have that, than me currently not wanting to pick any tank, because i dislike them all.
You're assuming all players want the current system. Also, this rule already applies to DPS. Just because most players dont like dealing with cast bars, and being too stationary, doesnt mean we shouldnt have casters. Yes, if they picked a mage, and complain they dont liek cast bars, you do tell them to pick another job, like a physical ranged. (if they picked them for ranged) You do not just make every job ranged, with instant casts, and no positionals, because you dont want to make players choose their playstyle.
You mostly cherry pick peoples opinions who align with your own, either because you tune out opposing opinions, or you mostly didnt hang around people who had the opposing opinions.
Most players complain when they get hit by an obvious orange telegraphed AoE marker. Does that mean we should remove all AoEs in the game? and just let ppl sit still and hit a stationary target?
Obviously this rhetorical question brings up how ppl can say "This is so much easier" than prior stuff, because the difficulty is taken out, but that doesnt mean its actually better as a product.
But Im also not biased enough to think that giving an option to aid players wouldnt be fun for them. I know what I enjoy wont be what others enjoy. I also know ppl are good/better/more interested in different stuff. One finds DoTs annoying, some find cast bars annoying, some find positionals annoying, some find timers ticking down annoying. But going back to those who like tanking, they may like different aspects of tanking, be it threat, mitigation, DPS, or a combination. Most people play DPS, making tanks/healers just DPS is only partly the answer. I have no interest in playing a tank, because playing a DPS is more rewarding than tanks atm.
For #3, most tanks played DRK... so i disagree with your statement. WAR was the least played tank by a lot. i hated SB DRK because HW DRK was more engaging. SB DRK was just faster paced, and felt unga buna to me. (I actually felt more engagement from SB WAR than SB DRK, due to threat control.) I didnt like how WAR and PLD had tools in which to cheese mechanics, but DRK just had weaker/lesser versions of what the other 2 had. Either weak enough to not be able to cheese something, or if it could cheese it, the other was better at it.
I dont feel the content should have been designed this way (I doubt it was intentional) but DRK was originally a reasonable~ middle ground before WARs changes put it above DRK.
But despite my dislike of DRKs treatment, DRK was still super popular, and even world firsts were using DRK.
As for your statement about the oGCD tank user, i didnt lay out a full blown job for you. I gave a simplistic answer. also, you have rampart for every pull as a tank, how would u not have tank stance up for every pull? i even keep up storms eye buffs between pulls, before AoEs refreshed them. im sorry, thats a problem with the tank player. next you'll tell me how DRKs who ran out of MP in HW meant that DRK was a flawed job. if u didnt have MP, there went your AoE threat, and u couldnt pull hate on the next pack of mobs. (You kept MP, or built up MP before the mobs died)