Personally, I prefer buffs that reward player skill. My reasoning is that if anyone can pick up my job and do the exact same thing with minimal practice, then I'm easily replaceable. I don't think that the present setup with tank self-sustain particularly rewards player skill. I don't think that it makes tanks more valuable to play.

If anything, what it does do is devalue tanking. Currently, we're situation in which players are starting to take tank survival as expected and for granted. And that should be worrying. If you had a group of eight players who were capable of playing all three roles equally, you'd probably assign your weakest two players to pick tank, simply because of how safe it's become. And while you could argue that this is not entirely a new development, it is a trend, and it has gotten progressively worse with each expansion after Heavensward. I don't think that identifying a long term issue as a problem makes it any less relevant.

Memes aside, you'll naturally still bring healers into Savage, simply because raidwides and mechanic damage have always been important, even if tank damage is not. All that you've done is decouple tanks from the equation so that they're not all that relevant to the outcome, and thus your lowest priority for skill and gear. Healers and DPS still maintain a mutually interdependent relationship, and it's oddly more satisfying to mitigate raidwides with the various mitigation tools that DPS have at their disposal. The one thing that you may see is a swap to a solo healer if that pushes teams through a dps check, but that'll depend on how tightly it's tuned. But I do note mechanics in P4N itself that were probably specifically included to discourage non-standard comps, so I wouldn't be surprised if there are more.

I'm not overly invested in this either way, but I think that if you consider yourself to be a tank of even average skill, you should want tanking to be dangerous and challenging. You should want mitigation checks with tight timing windows. You should want your healers to be fretting over keeping you alive. And you should want a tank death to unilaterally result in a wipe. Why? Because you want your place in the team to be the deciding factor for the clear. And you want your teammates to feel grateful to have you playing such a clutch role for them.

But by all means, enjoy the feeling of power while it lasts.

And just to address a side discussion from earlier:
Quote Originally Posted by OdinelStarrei View Post
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I think most of the situations you've described for Oblation can be summarized as: TBN is on cooldown, and every little bit helps, so why not? But I think you'd have to find some very specific HP thresholds at 10% DR for Oblation to be the deciding factor in a player living or dying from a targeted attack.

And if we're talking about using the charges to shield two players simultaneously, then really what we're getting at is a situation in which TBN, Reprisal, and all of the other job specific raidwide mitigation tools are on cooldown. And for that matter, Sheltron/Intervention have effectively been operating on a 2 charge system from baseline, and both actions are considerably more useful now. So this isn't even breaking novel ground in terms of flexibility.

I can't argue that Oblation has no value at all. But then again, the original iteration of Shake it Off also had 'value', but there was blood in the streets over that one because it was too niche. Well, that and the fact that WARs demand efficiency in their actions.

Would I trade Oblation for a second charge on TBN and a second storage stack of Dark Arts? Probably. Would I trade Oblation for Arcane Crest? Ye- er, no, get your grubby paws off my actions! Would I trade Oblation for a 10% bubble that generates gauge/Dark Arts when used on a tankbuster and plays a little shattering sound when it breaks? Definitely. I agree that it looks cool. That's pretty much it.