If people are willing to compromise, then let's try to compromise. I put forward a suggestion earlier that dungeons contain enemies with the ability to lower healing which would go after the tank. This would allow for overpowered healing skills to remain without letting them trivialize healing. In the case of WAR, Bloodwhetting would remain unchanged, but self healing would be futile when within the influence of the healing down enemy. Tanks would require healer support at least some of the time while they would also have to be a little more careful about using their own self healing since it could be wasted.

I would rather make WAR healing reasonable for a few reasons, but such an addition to dungeons would at least elevate the experience of partying with a war to being more than filler attack spam. How to balance and implement it is a bit of a question. Firstly, does it get added to old dungeons? If not are they going to remain broken? How is the healing down enemy presence handled? It can't be trivial to defeat or it won't make a difference and I imagine that those in favor of Bloodwhetting don't want the enemy to be so common that self healing isn't viable ever. Aesthetically and thematically, if this same enemy is every dungeon and every pull, it might stand out and feel forced or out of place.

There are some problems to work out, but is this idea worth considering?