Though I feel like Heavy Swing may as well join the other tanks at a 60-TP opener, there's really 0 need, since Warrior makes up for it with free Stack-spender skills and Deliverance-Equilibrium.
Similarly, Overpower is already one of the highest enmity outputs in the game. It doesn't need a further increased enmity modifier. All that would end up doing is ensure that people use it over Tomahawk to secure enmity upon approach.
What I do feel like Warrior needs is a revision to Defiance, allowing its healing taken multiplier to affect abilities. This was the case when all healer abilities were %HP (Lustrate and Benediction), but it has since been relatively nerfed due to Lustrate's change to potency and the addition of other healing abilities, none of which are covered by Defiance.
I can understand SE's unwillingness to have abilities like Synastry or Divine Seal affect healing Abilities, as those abilities would otherwise be stuck within the windows of those buffs for optimal usage, reducing their freedom and readiness, but having healing taken modifiers like Defiance, Mantra, and Convalescence only affect healing Spells seems wrong.
I'll take the cover CD reduction, sure. Though that bit may need to stay out of PvP.
Unleash similarly doesn't need an enmity increase. You already have a 20% stronger option in the form of Abyssal Drain. (AD = .12345 potency per MP, whereas Unleash = .12579 potency per MP. There is, effectively, no difference in efficiency.) The only reason we keep Unleash on our bars after getting AD is that we can't cast AD on ourselves; often enough a given mob may be out of range from another's AD radius, but not from the self-centered Unleash radius.
The most reasonable change to counter the adverse affects of LD with increased Vitality (or simply, gear) would be to average the requirement with the max HP that would be present on a i145 or i160 full-Vit DRK. Cuts the adverse scaling effects by half. A reduction such as your suggested 50% would also work, of course, albeit with an unintended buff at lower gear levels. Ideally I'd just like SE to see again if they can create a system for negative HP, as Living Dead always seemed have been intended for.
Brief counter-suggestions:
- Consider reworking evasion systems from scratch come 4.0. Should aim to create synergy, rather than potential conflicts, between blocks, parries, dodges, and enemy accuracy reductions.
- Consider severe reworking of GLD and PLD for 4.0.
- Cover CD reduced from 120 seconds to 90 seconds.
- Flash enmity now scales with Fight or Flight.
- Spirits Within now self-heals for an amount equal to the potency lost to its attack. (At 33% HP, would deal 100 potency and heal for 200 potency.)
- "Healing magic" now includes healing done by healing Abilities.
- Defiance-Equilibrium healing reduced by 20%. (10% less normally, 5% greater when stacked with Convalescence.)
- Fracture potency over time increased from 20 to 25. Total potency increased from 220 to 250 base, or from 300 to 350 traited. TP cost increased to 90. (Efficiency nearly equal at 2.77 from 2.75 TP per potency.)
- Deliverance damage dealt modifier reduced from 5% to 3%, but critical strike chance increased from 2% per stack to 3% per stack.
Increased urgency in Warrior rotations. Dragoon now has at least some small reason to use Fracture, situationally, when out of BotD rotation. Monk dps and TP consumption increased. Fracture is now always the superior DoT solo choice over ToD if the target won't live for more than 18 seconds longer.
- Dark Dance now also grants an increased parry chance equal to half the %HP the attack against you would have done if unmitigated. Only one parry can be guaranteed.
- Souleater now generates 50% of damage as healing regardless of stance. The Soul Devourer trait causes Souleater to also generate 50% of damage as shielding when in Grit.
- Grit MP cost reduced by 50%.
- The healing requirement to dispel Walking Dead has been averaged with 15000 for characters over level 60. (This is within racial stat dependent range of an i145 level 60.)
- Sole Survivor may now also be used on an ally, diverting half your parry chance and self-healing to the target based. Any parries made by either will trigger on-parry effects for both. If either dies during the effect, the other gains 20% of maximum MP and %HP. (Any overhealing at either end will go to the other. Strength of parries granted are based on your own stats and effects. Effects such as Dark Dance's guaranteed parry work off both you and the target.)
- Sole Survivor cooldown reduced from 120 seconds to 90 seconds.
Sole Survivor now functions as a much lesser alternate Cover and a way to proc Reprisal as the OT. Cooldown now meets a multiple of Reprisal's.