The actual truth is that Warrior is not broken. They're actually quite average if you know how to play against them. They're only broken if you play up to their strengths and multiple people end up aggroing the "Tank" in close proximity, allowing the tank to stun multiple targets for their allies and heal up easily. If the tank can't get aggro... what are they going to hit to heal? If they can't hit multiple targets, what kind of stun effects can they dish out that other jobs with CC can't do?
If you're having big issues against a WAR, it's because you either have no clue what they do, or because you have no clue what you're doing wrong. ... Which can be said for a lot of people playing PvP until they familiarize themselves with all the other jobs actually, myself included. Until I played WAR to figure out exactly what makes them strong and what debilitates them so badly, I also thought they were quite strong, but now I know otherwise. The reality is just that other players take advantage of WAR's ability to "seemingly never able to die" because they know how to play WAR and capitalize on its strengths best.
It may have a low skill floor starting out, but the higher rank you go in Crystalline Conflict, the less likely people will give a WAR that advantage because there are many ways to shut them down if they blindly go unga bunga. It has a pretty high skill ceiling imo.
Remember, if you think a job is very strong in PvP, it's probably not because it's very strong. Rather, it's just the player that is very good at their job in the rank you're playing at. Ranged DPS like Bard and Dancer is included here, but their effects is harder to see unless the team knows what to do. The difference for some jobs is that the more reliant your support is to a team, the more multiplicative the effects that support can do. Same goes with ninja - it's strong if your team can coordinate with it well, but have a completely useless limit break if your team can't get anyone low enough in a coordinated fight until it's too late. However, ninja also rely on themselves if they want to duel an enemy, so it's not the same as completely reliant on the team like BRD or DNC. Many people find WHM easy and strong because their support is very straightforward. It has CC, healing, and damage. Very simple and to the point, and feels strong overall. WHM is very beginner-friendly in how it plays, just like WAR.
In contrast, people look at PvP SCH and would think that SCH is a lot weaker in retrospect due to less healing and less damage they can output. However, in the hands of a good team, a SCH can be many times stronger than a WHM due to its widespread control over debuffing enemies and weakening their damage output significantly. The key difference between the two jobs is how to utilize their toolkit to give a multiplicative result.