The idea for the blackblood gauge I listed above is that whenever you use either your single target combo or your AoE combo you gain blackblood. Using Blood weapon also grants a bit of blood. This blood enhances certain actions, allowing them to restore HP.
The Delirium change does not affect a small portion of players. I think its important to look at all aspects of a job when wanting for a certain ability to be original. Adding skill speed to a tank job that may have to double weave defenses is tricky and can be very problematic precisely because of this.
I think we are here not to be game designers since it is not our job and we lack the experience and knowledge, instead we can give creative ideas and feedback on the current state of things - listing potencies, intricate functionalities and ability names is kind of counter productive.
The current DRK suffers from several issues:
->Delirium is a Inner release copy, along with the blood gauge.
->Lack of anything to do in between burst windows.
->Dark Mind and Oblation share the same role now, neither being specifically good. Stick to one and make it good. ( Oblation )
->Lack of interactions between your 2 gauges ( Dark Side and Blackblood ) and 1 resource ( MP ). A good example of an interactive job would be warrior. Despite its simplicity, well maximized gauge turns into fell cleaves which reduce the CD of infuriates which grant you more gauge and stronger attacks. That is not the case here.
The real issue I think is not lack of ideas, but lack of an implementation in which this job is still a tank job.
While the above suggestion is my personal creation, I believe the ideal flow would be something like this:
Consume MP on Edge/Flood of Shadow -> Obtain Darkside -> Use actions that consumes Darkside but gives Blackblood -> Consume Blackblood for damage and sustain.
At this point I feel like making the Bloodgauge more of a secondary gauge which just adds to your survivability by adding healing to certain actions, and you don't really have to pay too much attention to it ( similar to PLD's Oath Gauge ), while making the Darkside gauge slightly more complex would solve many of these issues. Especially the healing related ones.