I guess this can be categorized in to two: Low level (15-49) and End game (50-coil)
As far as low level goes my list still stands. Second Wind is there as a free cure and nothing more and it scales with dmg so its helpful in a pinch. I would say Flash is a necessity since its basically a free aoe enmity grab. You may say the Steel Cyclone is better, and it is, but at 5 stacks I can use IB instead. In the 15-20 dungeons flash can keep you from wasting too much tp since your only threat rotation is going to cost you 130 tp very 6 secs. Though I do agree with you that when you know how to WAR inside and out flash is not needed (though handy). T4 is an example of a place with tons of mob grabs but can be done w/o flash and good use of SC. Mantra is "helpful" if you don't have a monk but at 5% as a cross skill its weak especially when you consider that only you, as the tank, will be getting hit.
End Game:
1. Provoke
2. Convalescence
3. Internal Release
4. Second Wind
5. Mantra
Provoke, obviously you need it for end game since you'll be tank swapping. Convalescence, IR, and Mantra, I agree with you since there will always be stacking phases where your party aoe heals and 5% can help. Featherfoot I still fail to see the use for. Yes its 90 sec but I've been using it sine 2.0 and I have yet to notice a consistent dodge rate. I can't blind the boss and I honestly don't know which stats affect it, if any so feel free to correct me on that. Awareness is to niche for me to consider. I can't predict the crits from a boss and if I can predict a big hit IB does the job much better. Also I'm not sure if it was fixed but doesn't Awareness still block incoming crit heals? (need confirmation) I still stand by Second Wind as from my experience it has saved me on more than one occasion where our healer died and the other healer is having trouble keeping up.
TL;DR, You shared your opinions and I shared mine, lets do tea sometime![]()