Sword Oath and Shield Oath
WAR and DRK receive their +Enmity stance at L30, and it feels like content and DPS output is balanced around this inflection point in L30+ Duties.
PLD receives Sword Oath at L30, its DPS stance, and must wait until L40 to receive Shield Oath, its +Enmity stance.
Experienced PLD learn to handle being sync'd down to the L30-40 'hell levels' by using aggressive Savage/Halone tabbing and excessive Flash, etc. However, experienced players are not the focus of my concern.
I constantly encounter new players (Sprouts, or players leveling a Tank for the first time, etc) that struggle terribly in Brayflox, Qarn, and Cutter's Cry (and sometimes Haukke).
Multiple times I've tried to offer tips, and received apologies because they think they're a terrible tank and want to give up. I'm losing count of the number of fresh PLD I've had to reassure to hold out until L40, and that no, they're not just awful.
A new player learning to tank is often already struggling and intimidated enough, on top of being undergeared compared to sync'd-down DPS. Deliberately giving PLD a DPS stance, when the other tanks have their +Enmity stance, only further increases the pressure and confusion as DPS and Healers constantly rip targets away despite the new PLD's best efforts.
I see this as a pointless and unnecessary torment for Sprouts/new tanks, in a Role that already has difficulty attracting and retaining players. Please consider swapping Shield Oath to the L30 reward and moving Sword Oath to the L40 reward.
Low-level Tanks in general
Enmity generation at lower levels also needs to be looked at since the 3.2 changes (despite the adjustments made in 3.2x). Sprout or new tanks of all three Jobs are under enormous pressure from sync'd-down DPS and Healers before their +Enmity stance, and less-experienced players simply have Enmity ripped off non-stop.
It does not make sense to me that the Tanking role's task of holding Enmity is made so difficult at the earliest levels, when new players are trying and testing it. This leads to early frustration, guilt, or discouragement in a Role that needs more interest, not less.
I do appreciate the sense of progression designed in to the system currently. It is a triumphant feeling to struggle with Enmity at first, then figure out how it works and do better. It's also very vindicating to finally receive your +Enmity stance and begin effortlessly holding entire packs of enemies.
However, I think this sense of progression is not worth the cost, because the number of players it simply discourages completely very likely outweighs the number that stubbornly persevere through a consistently stressful experience for 15-25 levels.
And, if nothing else, it's just not a very fun experience for most players that do struggle through it the first time, especially while also struggling with being undergeared.