So I had an idea to return some complexity and identity to tanks while maintaining the low barrier of entry... All tanks should have high enmity generation by default with no tank stance. BUT now all tanks can have unique ways to SPEND enmity to manage it. The goal is that good tanks will just maintain enmity, bad tanks will blow all their enmity and lose aggro (killing their party), and an excellent tank will be skirting the 2nd place enmity generator while maintaining boss aggro. A simple risk-reward system.
Enmity generating and spending can be made very unique to each tank and really push their identity. Here are a few examples:
Warrior (gain a huge amount of enmity and spend it all in their burst window)
Fell Cleave/Decimate: no longer costs beast gauge, now costs X amount of enmity to cast
Berserk: allows 3 casts of Fell Cleave without the enmity cost
Blood Bath: all attacks converts enmity into HP for 15 seconds
Unchained: Only half of your enmity is seen by enemies (allows them to be the offtank while banking up their enmity for their burst window)
Defiance: a channel (think meditate from SAM) all damage taken is converted into enmity, effect ends upon using another action or moving
Onslaught: 30 second CD, 2 charges, now generates 20 beast gauge upon use
Inner chaos: can be placed on bar, no longer needs Nascent Chaos
Dark Knight (dance on the edge of losing enmity)
Dark Arts: convert X amount of enmity into Y amount of mana
Delirium: force the target to attack you for 2 seconds and reduce your enmity to the next highest enmity target while regenerating a huge amount of mana over 15 seconds
Darkside: no longer regenerate mana while active, if you are Y enmity points away from the highest or second highest enmity, gain an additional 5% damage
Scourge: is a GCD with its own CD (think Drill from MCH) deal 350 potency and apply a “dot” that deals 0 potency but passively increases your enmity for 30 seconds, 60 second CD
Purge (old HW delirium animation): is a GCD with a 120 second CD, deals 400 potency and instantly gain all remaining enmity from scourge and resetting its timer
Role skill/trait changes
Provoke: force the target to attack you for 6 seconds
Shirk: removed
Tank Mastery: “you retain all your enmity generated when revived” added
Tenacity now also increases your enmity generated by all your skills and lowers your enmity spenders costs
Now obviously this isn't complete and will need serious tweaking, but it's an idea for a tank mechanic that can be used to make unique playstyles and a skill ceiling for tanks. They can also add GCD skills that do very little to zero potency attacks, so long as these skills have an enmity component to them. Tanks will effectively be “banking” their damage for later... They can also add skills (to tanks) to manipulate healer/DPS enmity.