Reply to Zairava
I'll firstly just go over Paladin, Right now it's really not a good tank, while passage of arms (Plds wings) and DV are a advantage, keep in mind Passage is a weird cone, not a dps loss but sometimes a pain to use correctly, DV is similar to warriors shake it off, but just worse, I don't really think bringing a extra raid mitigation does enough, I'd hope they'd just make DV function essentially as shake (just press it and it works, also give yourself a barrier), rework passage so you don't have to angle it, even then It wouldn't be a massive bonus to bring into a raid but a actual upside to PLD having a consistent second raid buff. In general I want PLD to be pretty strong defensively and supportive, while obviously having the drawback of lowest damage (only by a bit considering how important DPS is even on tanks).

I don't really think current PLD has any benefit to be run it's currently too weak defensively and has poor damage, Invul normally gets less uses then all the other tanks, the upside being wings? like sure ok it "can" be good depending on the fight, I really don't count cover as a upside it's a bit of a stretch, cover's just so redundant it would make sense with old aggro management or if it mitigated damage like in storm blood (I think?) clemency already defensively taxes itself by being a big damage loss Imo, Warrior would just be a good general pick for being easier to play and having great sustain. In general I'd like them to look at Plds defensive kit in general (cover most importantly).

With Dark knight, I think "all tanks" should more of a higher skill celling in general, TBN doesn't really feel rewarding to me as it's a net neutral gain, it's more like "cool I got a proc I don't lose damage yippie" if you gained like a small amount of damage, that would generally be actually be very cool and fun to optimise because now you think more about using it in niche situations to get extra damage, obviously it can't reward too much but having a small way to optimise is really neat, I think more jobs should have ways to optimise and be rewarded for it currently the game plays it so safe with Job design.

I generally agree with a lot of your list I don't think a bit more sustain would hurt in general on drk but "sole survivor" would certainly feel good in pulls, I wouldn't want it to just press the "funny heal button" like warrior and have a easy time healing in big pulls which makes it really boring for healers, I like the idea of tanks & healers both working together to sustain yourself and mitigate properly in raids in general sustain isn't as useful but it's nice to have a bit as a tank, but DRK should keep its strong barrier focus, I also strongly agree with removing some OGCD's I like drk to be "busy" but it shouldn't be super busy, that's already gunbreakers thing. eitherway it should generally feel a bit more fast paced then war/pld in my head.