I have a strong belief that dash skills should be purely a movement utility ability and not deal damage, is it not convenient to use a movement ability for maximum damage to use dash. Sometimes I do not have a dash available in Savage content since it is used in my opener as WAR, (M2S and M4S as examples) and I suffer later on since I can't dash in to keep my uptime.

However, the core programming of the dash must be changed to function the same in dungeons if damage is removed, What we see in dungeons with the DRK and GNB is less effective dash to get the agro for the pack, it is a delayed effect. For those who play all the tanks the GNB and DRK dash feel bad for add pulls, where they don't target you as quickly compared to PLD and WAR. The damage aspect allows a more consistent add-pack agro. What they should do is apply a "Fake damage hit" which it simulates a damage registration when doing 0 damage in addition to the agro generation, this will keep the responsiveness on the "hit" so the dash feels the same and keep the utility.

Though the 450 potency in WAR (every 90 sec) and 300 from PLD (60 sec) has to be spread out within the kit to keep damage the same, for WAR it could be added in the Inner release as what they did for DRK new Blood spiller combo under delirium, have argument Fel Cleaves for 3 hits. PLD could have the damage added to Confiteor combo.

This is all pen and paper, though it is a lot easier to say "WE CAN DO THIS OR THAT", but in reality, they might have thought of this already. who knows?