First things first: Remove Shake and Veil.
Unless you're in early prog or are speedkilling at high levels you probably don't use these abilities optimally. They either A) save someone's life or B) give you limit gauge. In that way they give damage or save GCDs (which in turn become damage). You will still clear content just as easily with healer and party mitigation. If you really need it paladin can keep Passage.
They removed reprisal and path, they didn't need to bring them back for SB in new forms.
Second things second: WAR sustained DPS nerfs.
Itemization means DRK and PLD are very close to WAR in terms of DPS right now, but under most circumstances (ie. the past two tiers) the job has been squarely ahead of both. This is mostly due to how easy it is to play and do decently with (imo) but also has to do with the fact that its burst allows it to compete in fights with minimal penalty for not being able to attack. To even this out in low uptime fights; Path/Eye to 260, Maim to 190.
Slashing stays.
Not a change, but notable for it's remaining. With limited slashing WAR maintains some of its use thanks to bringing slashing to parties that are otherwise occupied with other DPS. In a MNK/DRG melee comp WAR is much better than either DRK or PLD just for buffing the other tank. It would be less powerful in other situations, but you gotta roll with the punches.
Crits go away.
Incoming crits, that is. Notably this is rather good for WAR because that would mean that Raw wouldn't have any drawback, and while this is a straight buff to the job it will probably need to maintain its edges when it's third highest DPS.
That's it. Objective? Bring DRK/PLD DPS squarely over WAR and give you a reason to keep bringing it. Slashing alone has value, but with its better mitigation toolkit than other tanks (primarily through Holmgang) and burst opportunities it still give it some reasonable advantages.
Why? The playerbase gravitates to more or less easy jobs, as well as strong ones (or ones they think are strong). WAR would still see a strong player count due to party constraints and how easy it is, with the latter possibly being the greatest factor. DRK could see a rise just from people playing it over WAR in parties with SAM or NIN, which could mean it would see a fair uptick in higher-end parties, while WAR might be the more popular casual pick.