Here are my fixes, complete with rationale:
  1. Increased HP recovery from Wrath to match Shield Oath. On an equivalent basis, this is 25%, so you have to go from 3% per stack to 5%. The only alternative to this would be to buff WAR's drain to match, but doing so is not reasonable due to the solo and 4-man strength that would provide.
  2. Increased HP bonus on Defiance. Self-explanatory. WAR has to HP tank everything, and the fact that WAR's HP is effectively identical to PLD's is just plain silly (effective HP is about 1.5% different -- WTF?). Needs to go to 30% at least, probably 35%. Give WAR enough HP to take a punch so it has a chance to drain the HP back. That, as I understand, is one of the principle weaknesses of WAR currently, and why people have gone to VIT builds.
  3. Slice cooldown on Thrill of Battle in half. 60 seconds. I cannot for the life of me guess why this ability has such a stupendously-bad cooldown for as weak as it is.
  4. Add something useful to Steel Cyclone. Stun, paralysis, slow, whatever. The ability really needs to justify its existence.
  5. Take Unchained off Infuriated. It boosts DPS, but compared to Steel Cyclone, you'd need to plow through 1000 TP worth of Overpower to get a boost out of it, and you could never compare in terms of drain to just using Inner Beast.

That should give WAR the HP to take a hit and bring it up to speed with PLD. It's still riskier, still requires much more skill to operate, etc, but it wouldn't be a total mess. The changes would also maintain differentiation between the two tanks, which the "give damage reduction!" solutions miss.