If I could have tanks balanced my way, (long shot, but I'll try anyhow) it would be to make "gauge" spenders apply both offensive and defensive benefits. I'm a huge supporter for active mitigation rather than the "press 2 buttons or invuln for TB" iteration of tanking this game has been on for some time. I'm not staying have the resource tied to both an offensive and defensive skill, moreso have the resourse spender provide both benefits. Imagine if FC did what it currently does AND provide a small damage reduction or heal on top. Now it becomes save 50+ beast gauge for a TB or dump if close to cap. This makes a good tank not only pump out good DPS, bit also require less attention from a healer. Of course keep a few ogcd mitigatives for flavor, (TBN being a good example) but I wouldn't mind dumping tank gauge for burst phases and saving one in case needed for mitigation later. This doesn't come without flaws though. It would require autos to be downright nasty as this design would allow for a good amount of fluff mitigation. Also TB's would need to be MUCH more frequent. Which I would be a fan of in both cases. There's a reason that I play a tank, and that is to TANK. Feel free to disagree however, I post to see opinions anyhow.