Correction. I am a more practiced tank then you not necessarily better. There really isn't a skill approach to wall pulls nor are there any tricky tricks. You just do it and rotate your CDs, spacing them out accordingly. If you die, then the healer did something wrong. You mention Amaurot in a subsequent post. If you went through most of your CDs, including Super and still died to a wall pull. That is entirely on the healer having absolutely no idea what they're doing. None of Amaurot's pulls are overly dangerous. Either they were too focused on Holy spam or simply don't know how to heal properly. It could also be the DPS being low, though even then the mobs don't hit that hard. So that would be some single target nonsense.
In either scenario, you weren't the problem. Part of wall pulling is knowing when you did everything correct.
If your role is healer and the outgoing damage is so minuscule you literally never press a single heal, then you're functionally a DPS doing less damage. That same logic applies to tanks, though more in Expert as Leveling dungeon may have the occasional "spicy" mob. The point still stands. Both tank and healer only serve a purpose if they're actually, ya know, tanking or healing. If a melee DPS can keep themselves alive with a spot heal every so often, then the tank is mathematically useless. It'd be no different than bring two healers instead of a DPS. Sure, you can do it and clear easily but you're just doing less damage for no reason.
All of this is why you'll see DPS or healers pull. They know the mobs aren't threatening. Which makes small pulls pointless. Furthermore, at 71+, you have access to Trusts, giving an entire system dedicated to players who want to go at their own pace.
I never said otherwise. You're misconstruing my argument. I mentioned majority rules in the sense of large pulls becoming the standard in DF because people adapted to how little damage mobs deal. That being said, it still applies to the dungeon itself. If I happen to be in a group with three people who wanna take it slow, then I'll either adapt myself or simply leave. Funny enough, it's never happened in all my thousands of dungeon runs. 95% of them are "go fast"