I think my issue with this design is the incentive structure. On pld, you use a button to mitigate damage and you are rewarded by accessing more damage (mp and swipe). On drk, tbn rewards you for mitigating damage, and in grit anyway, are rewarded with increased damage. I have always thought that is the way to go for tanks. Give dps boosts for mitigating damage. Not the conflict now (war especially and drk somewhat) where you are rewarded for taking more damage due to stance locked dps actions.

Your version of warrior rewards you for passively taking damage and rewards you with mitigation and a smidge of dps. The incentives are backwards to me. Being passivly being hit shouldnt be rewarded, actively mitigating should be rewarded.

Random example, perhaps war is like rdm woth your 2 gauges and by threading the needle between rage and control (using defiance and deliverance actions in equal measure building both gauges) you gain access to inner release when they are both full or something like that. Maybe FC and IB now cost MP (to prevent spam)and give you gauge respectively. your combos give you mp back. When both gauges are full you get mega awesome IR. You are incentivised to use both sets of actions offense and defense and rewarded for not going to deep into 1 or the other.

Random idea, but I would like to see some way that being an effective tank actively doing defensive actions is rewarded, not discouraged as now, or just a freebie in your case.