I played tank since ARR and I'm almost certain the AOE weaponskill move didn't give enmity, I might be wrong as it was years ago, I know circle of scorn did, and I believe there were OGCD aoe's that did but not your aoe spammable weaponskill, also because we had TP back then you could actually run out of resources so you literally weren't just over spamming AOE. Taking away the resources for the melee I believe was a terrible Idea, the only real issue with TP is that using sprint would 0 your TP which they could easily have removed but other than that there was no need in getting rid of TP. And having all moves as a tank give 100% enmity is bad IMO because it basically removes the entire point of tanking you instead are blue DPS. To get around this without brining back enmity they need to overhaul all the tanks and make them a more reactionary playstyle based around mitigation instead of being identical to DPS with less damage output.
For Example:
Bring back the debuff's that worked on alot of bosses for example, Drks used to be able to blind which worked on most things and prevented white damage etc. Remove most of the tank mitigation OGCD's there's too many of them and these effects could be better implemented into the mechanics of the classes themselves imo.
Warrior - Do more damage and reduce their global cooldown on less health and have moves that give them back health basically they can stay as they are just change the numbers so they aren't making healers pointless. Basically keep to the fantasy of being an unga bunga boy but they have to actually pay attention to their health as to not kill themselves doing damage.
Paladin - More block engagement, make their mechanic that when they block it procs moves that fulfil oaths which in turn change their weaponskillls effects, give them more moves that increases their block, and a move that guarantees a block, lots and lots of OGCD's around blocking and counter attacking that buff them. Have their giant sword moves based around oaths and have different buffing effects on the party.
Drk - Give them back toggle darkside, while in darkside all moves deal more damage and have effects that debuff, brining back things like blind so no white damage for x amount of seconds, slows to the enemies attack speeds etc. In darkside you constantly lose mana and have no moves give that restore mana or health. Outside of darkside their moves restore health and mana but with lower damage. Make their blood meter the darkside meter while in darkside this meter fills, it can then be used for moves like the shadow, or you can eat the meter for a self heal/TBN
Gunbreakers - really I think they are in a pretty good spot, i think give them more shells and potentially changing it so you can use continuation midway through the weaponskill 1,2,3 with each weaponskill continuation giving a different buff or debuff.
That's just my opinion as a tank player. I understand if people don't like those changes specifically, but the point I was trying to make is that Tanks should focus more on dubuffing the boss to reduce it's damage output or mitigation damage through debuff etc that's tied to their mechanics instead of just OGCD reduce damage but 30% for 10s. As well as giving them back some class identity that they are slowly losing, in the current incarnation Drk's and Warriors have been getting more and more the same but warriors have better moves, Paladin is moving in the same direction as becoming the same as Drk and Paladin.
They have removed positionals from most melee classes, I completely agree that positions increasing potency was bad, my point was that positionals in themselves are not bad, just the incarnation of them that was in the game. Instead of making them better they just ripped them out of pretty much all melee jobs.
What I was saying was, instead of having a weaponskill do more damage from the rear. It should give you, say a buff if you use it from the rear or give you a different buff or debuff on the boss if used from the flank. Doesn't have to be buff or Debuff either could tie into the classes mechanics, there's lots you could do with it, the point I was trying to make is they are ripping out features to simplify the game when it comes at a cost of engagement, the boss fights have become more and more rushdown streamlined DDR fests where you just dodge colour'd circles, if you look at some of the bosses from earlier raids there was far more engaging mechanics. Just my opinion.