I'm not sure how well the burst/sustain dichotomy will hold up in Endwalker with every tank operating on 60s burst windows. What made HW DRK different was not so much a lack of burst but the fact that you had to situationally respond based on whatever procs or resources were available at the time. The current problem that tanks face is that all tanks, including ones which are supposed to be based around resource-management, operate on fixed rotations and timers, just some are more blatantly obvious (PLD/GNB) than others (WAR/DRK). Your resource gains happen every time at fixed points on your combo. The end result is that every pull ends up playing out the same when things go correctly. I personally find that to be extremely boring.

What I would like to see is more variable resource gains on DRK. Even something simple like 'every time one of your barriers absorbs damage, you gain a small amount of resources' leads to variable resource totals, which can make a difference over a ten minute fight. I know that this will make the job less accessible for players who can't make decisions on the fly, but there's three other tanks for them to choose from if they want to cling to their spreadsheets. Really, all I want this game to do is start mixing up pulls so that they don't always happen the same way.