I've been a WAR main since shortly after Heavensward's launch. Or I should say was a WAR main. Heavensward WAR used to be my favorite job. I never got tired playing it. It was, in my opinion, the best job in the game. But now I'm maining DRK now because of how bad Stormblood WAR is currently. WAR is super clunky to play, offers no utility in raid, and requires way to much build up. The work required to do that DPS on WAR is underwhelming. It's not worth the amount of build up needed, it's need to be higher. I think you need to make WAR the SAM of tanks. If you don't want to give WAR raid utility, that's fine. But you need to compensate by buffing WAR's damage by a good chunk. It doesn't make sense to have WAR do the same amount of DPS as PLD or DRK when both of those tanks offer more raid utility. If Yoshida-san wants to adapt the philosophy of the less raid utility you bring, the more personal DPS you do like with SAM, then they need to do the same to WAR.
Here's what I think Yoshida-san and his team should do to WAR:
Increase Skull Sunder's combo potency to 220
Increase Maim's combo potency to 210
Increase Butcher's Block's combo potency to 300
Also increase the Beast Gauge gained to 20 instead of 10.
The reason you should increase the Beast Gauge gain from 10 to 20 on Butcher's Block is because one of WAR's highlights was the fact their highest potency combo was also their threat combo. Currently, WARs do Eye/Path/Path combos to build gauge, even when main tanking. Making Butcher's Block give 20 Beast Gauge instead of 10 would give WARs a reason to do their threat combo while main tanking and not lose out on building gauge. You gave WARs a rotation to use while off tanking, which is great. But now give them a rotation to use while main tanking.
Put Defiance on the GCD and take away halving the Beast Gauge when switching stances. Halving the beast gauge when stance switching is the reason why WAR is super clunky to play.
Make it similar to DRK's Grit.
Increase Inner Beast's potency to 450
Increase Storm's Path's combo potency to 280
Reduce Unchained's and Inner Release's recast time to 60 seconds
Give Unchained an additional effect: Increases damage dealt by 10% while in effect.
The reason you should add this effect is because you can become neutral, damage percent wise (Storm's Eye gives +20% damage dealt and Defiance decreases damage dealt by 20%) without Unchained. So the fact it only nullifies the damage penalty of Defiance is pointless, especially with Storm's Eye. Giving it the +10% damage dealt would give a reason to use it. Along with it not sharing a recast timer with Inner Release.
Unchained/Inner Release should no longer share a recast timer. Unchained became useless when we got Inner Release. A good WAR would never use Unchained due it sharing a recast time with Inner Release. You lose way to much damage by using Unchained instead of Inner Release.
Increase Steel Cyclone's potency to 250
Increase Storm's Eye's combo potency to 290
Make Infuriate increase the Beast Gauge by 100. Or make Infuriate usable outside of combat
Increase Fell Cleave's potency to 600
Increase Decimate's potency to 330
Increase Onslaught's recast timer 25 seconds but increase it's potency to 200 and take away the Beast Gauge cost. It's almost never used currently because it costs Beast Gauge
Increase Upheaval's potency to 400. Maybe reduce Upheaval's recast timer to 20 or 15 seconds as well.