I actually really like that article, because it brings up good points: stats like those are situational for tanks, because their usefulness is entirely dependent on what you're doing, and on the encounter.
I think this lines up with the discussion on the current paradigm/meta pretty nicely, as well, and suggests that it's an encounter design problem more than a tank design problem. Parry is (basically) useless in A1-A4, because of the overwhelming majority of attacks that bosses due are magic-based (which is why DRK is so swanky right now, and why PLD is so...not). And with the tight tuning of the DPS checks (without a corresponding increase in incoming damage), more tanks are spending more time out of their tank stances, even while holding the boss. The article suggested this was a Bad Idea, but since it's the current accepted tanking gameplay paradigm/meta, it devalues Parry and Vit in favor of DPS stats.
There's also the fact that enmity gameplay is still a thing, and more DPS means more enmity, so if all you're doing is your Extreme Roulette, there is some value to having those extra DPS pieces anyway (even at 194 in mostly Slaying accessories, I've had times where a savage-geared SMN will pull everything off me but the mob I'm targeting). For the most part, Parry will help you survive those dungeons (and big pulls) better, but most healers will be able to keep you up in there without much problem once you've gotten to ~170+ levels of mitigation.
I'd need to crunch numbers, but I do wonder if healers can outdo tanks for DPS in their DPS stances.
In 3.1 and beyond, though, we may see a shift in this design in high-end raiding to where having tankier tanks is desirable, and career tanks would probably welcome it.


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