While I'm not a fan of bringing back Enmity without radical reform --nor do I care much about the loss of TP-- I want to touch on three points as exemplified in posts on the first page (quoted below):
- Bringing back Enmity would not require bringing back aggro control for anyone but tanks.
- Optimizing damage within the bounds of maintaining a lead in enmity by timing enmity-generation to where such would least decrease their overall damage to be dealt would not make enmity management "obsolete". It would instead be exactly what makes enmity management an actual mechanic. Anything less than a cost to damage --a cost which ought then to be skillfully minimized-- would render it a non-mechanic.
That being said, to say that there was skillful management to be done with that timing, beyond simply only using enmity skills while under tank stance, is perhaps a gross overstatement. Given that the more high-enmity attacks would generate that much more enmity, thus allowing that much less use of said enmity attacks in favor of further damage attacks, the only skill-gap involved in enmity management that could exist without tank stances would be to have minimized excess enmity by the time of the enemy's death.
- Running dry is not an issue fundamental to long-term resource consumption. Nor is a requirement for bloat skills like Invigorate or Lucid Dream. Both are externalities, matters of shoddy implementation. Had TP been granted per GCD's time, rather than per a fixed 3 seconds, Skill Speed would not have further penalized its users. Had TP been tuned slightly higher, Invigorate would not have been required. And finally, had TP simply made use of a simple compensatory system such as decreasing the potency and cost of attacks when below X% TP (or per % below X until reaching Y, etc.), starvation would be impossible even while that long-term resource consumption could still allow for further decision making via burstier, utility-carrying, or more highly tuned AoE skills.
___________________
While we're at it:
You can remove the Holy Trinity system (itself merely a way of preventing the all but one role each from tanking, healing, or having sophisticated damage-dealing kits) without removing tanking and healing.
One can tank without being a Tank. In fact, tanking often has the more depth available to it, in terms of mechanics and gameplay, when no strict Tank exists.
Just someone in DnD would tend to have a far more involved and exciting experiencing surviving in the woods without specialized survivalist skills or in persuasive conversation without relevant specialized skills by which to cheese that area of potential play, tanking requires more involvement when that gameplay isn't meant simply to be absorbed by role bonuses (as it has always been within any Trinity system).
Rather than merely existing and slapping a massive threat modifier over the gameplay of a watered down dps, one must actively --through the mechanics available to everyone-- distract, bait, goad, stagger, avoid, sabotage, counter, and by whatever other means thwart the enemy's offensive efforts against your party within the bounds of what is least costly to your kit. Because of the complexity involved, often just one or few players will end up tanking for the majority of a fight, but this also means that everyone can and frequently will still partake in that aspect of combat, be it by obfuscating their impact or inflating it, avoiding notice or facilitating it.
That's the Trinity-less model of tanking, one where role passives do not exist and therefore bypass the need for deep undermechanics and, thus, those undermechanics are actually given reason to exist, complete with far more available gameplay (both for those who as players--not merely as classes--tend towards tanking and those who do not). Rather that tanking being boxed in, watered down, and quarantined among a small group of players, it remains an integral part of gameplay that forces coordination and teamplay among a party.
On the other end lies, simply, an absence of tanking altogether (which, compared to XIV, is mostly just a difference in how "messy" non-Tank becomes). On that end sits GW2, a game that, beyond the shallowest degree, has no tanking -- an altogether different story from differences between Trinity and non-Trinity games.