"The risk, however, if tanks get more than two DPS skills, is that we'll be back to ARR when groups got mad at tanks not using said DPS skills when there's no tanking to be done.
We could be back to groups shadow kicking tanks for not playing "optimal" simply because they are playing tanks to tank and not to deal damage.
This isn't a job design flaw but a people problem.
Also, if tanks do get more than two DPS skills, content would have to be adjusted for that extra DPS meaning that a tank who doesn't DPS will bring the rest of the group down.
Which would only fuel the group members' pressure on the tanks.
Tank stance DPS penalty was removed before due to the splitting and toxicity of the playerbase, so I don't see SE going back to such times anytime soon. Not until people can be trusted to not bash on people not performing optimally."
It's the exact same logic.
Your argument is just a very long-winded way of saying, "All healers are glue-huffing monkeys, and need to be babied and coddled by the game so that they can't possibly fail in any way. Meanwhile, DPS and Tank jobs are played by responsible adults and we should get actual DPS rotations, and also healing abilities so we can do theraid leader's girlfriend'shealer's job for them when they inevitably fail."
I hate to break it to you, buddy, but tanks are already Blue DPS with defensive CDs. That is why they have actual DPS rotations. Tanks don't need to actively manage aggro anymore. Their mitigation is all off the GCD.
Appeal to Worse Problems Fallacy. "This other game gives its tanks even more cheat codes, so it's okay if FF14 gives its tanks only a few cheat codes!"
Yes, it is one of the reasons. When WAR can heal not only itself but also the whole damn party in Expert dungeons, what is there for the healer to do? News flash: This is a multiplayer game, which means you should not be able to do everything all by yourself.
Translation: "I like playing FF14 with cheat codes! Stop taking away my tank privilege!"