My huge problem with a less-homogenized state of tanking is that, back when that was the case, it felt like they had to design fights for the sole purpose of making a certain tank useful while leaving the tank that worked best by default (usually WAR) as the unambiguous best. But that's just in terms of tanking tools; there's really no excuse for WAR and DRK to have almost the exact same core gameplay loop. I can forgive the similarities in other aspects, though; a "fell cleave expy" is something almost every job has and is a very feel-good thing, and gap closers are super important for a tank in particular to have.

I guess I just don't really see an issue with homogenization? I mainly played tanking jobs for their aesthetic over how they actually play to begin with, and it's nice that the jobs I find most aesthetically pleasing aren't subject to a game dev coin toss to determine whether or not they're good for a patch cycle.