Damage is an intrinsic part of the game's formulas. Regardless of whether you have no understanding of where dps totals come from yourself or whether you've painstakingly hand tabulated dps totals after every pull with an abacus and chalkboard, players will always ask around and find out which jobs are doing the most damage and which ones are doing the least. And regardless of whether you're doing world prog or running an Ex trial farm, this sense that 'certain jobs carry an rDPS advantage over others' is going to always factor in the back of your mind. Even the most casual of players have the perception that certain jobs are 'intrinsically' disadvantaged because they have marginally smaller numbers. The easiest solution is to completely remove that from discussion by placing everyone on a level playing field. Just stamp out any discussion that privileges one job over the others in terms of rDPS.

The reason why I bring up mobility cooldowns is because you can't do a purely numerical comparison and see what comes on top, and there's much more room for personal preference. Movement is also where a lot of the skill expression comes out in more mechanically challenging game genres, and is probably the biggest area where this game could stand to grow for tanks. It's not a trade-off between mobility and not-mobility, it's a trade-off between different approaches to problem-solving. Utility in general is such a vague term that it's useless, and the only reason it comes up in discussions is when people want to use the term to leverage more rDPS for their preferred job.