This isn't a massive issue but I figured they could apply a one time forever fix on the issue.
Say you get a minimum or near ilvl tank, and then you get everyone else who's played the content for a while and maxing the accepted ilvl (like a story mode dungeon that the tank needs but everyone is there cause roulette). The amount of aggro the other members can generate actually becomes rather substantial compared to the tank.
I've had this happen a few times, whether it was because I or someone else leveled it for the first time or just got to story content everyone else had long passed. You have to drop a lot of interesting gameplay and just focus on trying to stay on top of aggro because everyone else (if they're actually trying) is going to be viaing for first place. It's also a bad way for new players to learn as sometimes people just decide to tank for the tank on lower level dungeons cause "lol, im not going to reduce my aggro generation cause you're new - I can tank it too anyways".
Once you're not near the scraping bottom of the ilvl its not really a problem unless you're actually playing poorly but this is a reoccurring issue through leveling and gear leveling. Like if you're a brand new tank leveling and everyone else is in the roulette with you capped at maximum.
It would be incredibly easy for others to peel aggro from you and very likely prevents you from doing large pulls that the others want you to do because you have to make sure you can hold the monsters.
So my suggestion is to set an expected ilvl on DF content and then lower the enmity generated by players above that by a graduating %. OR base it off the difference from tank and other players (so specific players have different enmity modifications based on their difference). Now it shouldn't be so strong of a change that the tank doesn't have to think about aggro anymore, but the difference between ilvl newbie and ilvl overachieving enmity generation is significant and can make levels less enjoyable/even traumatizing lol. People might complain at someone trying out tank when most of the issue is coming from people not willing to adjust to lower geared tank, and expect them to perform magic. You could also just make the maximum ilvl power lower but I think that is a bad solution because people will dislike those areas even more, and feel annoyed they work hard for power they can't even use.
It's the worst imo when I was leveling Paladin since his aggro generation especially on AoE is not as good as other tanks (Paladin is the hardest to level imo, other tanks are very easy to level but get better rotations later lol), but it did happen once when I just came back. Luckily the group I was with was very accepting that I didn't want to lose aggro on big pulls and besides one mechanic where I couldn't stand near the boss and the ranged kept DDing hard I never lost aggro (I kept provoke in mind and was using my 1 2 3 a lot more than I wanted). No wipes or anything and the challenge was interesting, however I can say that the bars were riding my coat tails incredibly hard and I feel the difficulty is backwards for people who are actually new or not ready for "hard mode tanking".
I know I'm sort of petitioning it to be easier for players, but basically the better geared everyone else is in comparison to you then the harder your job becomes and this most likely happens only when you're new - when it should be the other way around. When you're new it shouldn't be so hard to get into, but continue to be enjoyable as you become less new.
Anyway, I see this as a reoccurring bracket that will always be there - even if shortly, and think that for those who are leveling up their tank and want to get into it might be turned off by players thinking "why do I have to slow down, why don't you generate more enmity!?" and you're literally only using your top tier enmity skills. Like I was 10ilvls above the minimum in a dungeon and even then had a monk that was like 90% of second aggro bracket (close to getting aggro) the entire fight and I was weaving in A LOT of rage of halone and ofc the other skills like CoS and shield swipe. If I had went to the damage rotations instead I would have easily lost aggro. However a normal day in tanking is, do one heavy aggro rotation and never think about it again (unless they need strength down) - do the DD rotations now lol. So I feel these iLvL differences are the exception and their the exception at the worst moments (when you're new to an area, or just new in general).
Thank you
(And if there is a change just make sure it isn't so strong that new players no longer think to learn about aggro haha, just tune it back to more regular day).
tl;dr: Using Risvertashi's post, as fighting the party is a really well said way of putting it~
there is a small bracket of time that due to leveling / ilvl difference in your team that your job becomes unusually difficult and less interesting rotations, and expectations from players don't change so you're bound to disappoint. This issue goes away as soon as you even slightly catch up, so many long standing tanks won't remember or may have not even experienced it (leveled up/played with everyone at similar ilvls) but for new players or returning they'll run by the issue again (shortly, unless they don't grow in ilvls that quickly). This issue also only really happens when you have other players performing well in terms of DPS but perhaps not using their enmity reduction tools. So if you're new and everyone over ilvls you but no one is performing well, then you won't really notice it either.