I was mostly thinking of keeping TBN for tank busters or very hard hitting auto attacks.
For normal hitting auto attacks you could use a tool like Oblation if only it was better such as:
-> Grants 5 stacks of Oblation. Getting hit heals you for 200 potency and consumes 1 stack.
Basically something to help with long term sustain, also a duration of 20 seconds would be recommended, not 10 seconds.
HP recovery could be put into Bloodspiller / Quietus or if they plan to make those action start a combo, into those as well. Salted Earth could grant a heal over time if you step inside it, which lingers on you even if you leave the area.
Abyssal Drain and Carve and Spit should be lowered to 20 seconds to make you a bit more engaged.
A small heal added to Dark Arts's free Edge/Flood of Shadow would be nice, as in most situations when the barrier breaks, you wanna heal yourself too.
You should be able to deal with any situation you are faced with as a tank: a big hitting tank buster, several moderately hitting tank busters in quick succession, hard hitting auto attacks, bleeds, slight HP recovery. DRK is the only one that specifically struggles with anything over time related, be it either a bleed or a moderately hard hitting tank buster in quick succession. And anything that is physical and hits really hard. GNB, WAR and PLD do not have these issues.