The discussion in the thread got really interesting to me, so I'd like to come back to this post.
With the changes to DRK and WAR following the release of Shadowbringers, I felt those two classes had their identifies fundamentally confused.
Going into tank identity specifically:
Warrior was the king of stance dancing in Stormblood, being able to open with 5 DH/CRIT Fell Cleaves to guarantee agro stayed on them, with some self-healing on the side, and the ability to gain a very quick gauge-related damage mitigation by swapping back to their tank stance for a short period. Not to mention the Vengeance+Inner Release damage you could commit on mobs during dungeon pulls.
Dark Knight was the dungeon king. TBN was very nice for mitigating damage, but giving you a charge of Bloodspiller in exchange for losing some MP made healers AND tanks happy. Rotating between Grit's Blood Price, and Darkside's Blood Weapon, spamming Abyssal Drain to just keep yourself alive. It felt extremely unique. It felt like you were just role-playing Guts from Berserk.
Paladin's game was the rigid rotation and focusing on the party more than yourself. Cover was by and far the most useful cooldown you could ask for in Alphascape's Savage tier. Free 20% damage mitigation on a 2 minute cooldown that didn't require haphazard agro swaps (which could be dangerous back then since Shirk was a 3 minute cooldown, AND a role action). Block could mitigate up to 30% of damage, and only needing auto attacks to charge meant it was up basically whenever you needed it.
And then, Shadowbringers release.
Warrior became more unga-bunga focused, with healing as their damage mitigation. Dark Knight BECAME an unga-bunga class, with flat mitigation (and magic defense!) for the party. Paladin remained more or less the same, with Cover being defaulted to an emergency button and no longer a third cooldown. Tank stances were all stream-lined, thus Ninja lost a core part of it's identity. Agro reduction moves were removed from the game. Tanking became DPSing with a slightly easier rotation and a boss looking at you.
Because all the other tanks are focused on mitigating damage, or recovering from the damage taken, it does feel odd that Paladin has never had some kind of major addition like the other two tanks have. I think this Sheltron issue with DSR was a rather big oversight, since it feels odd that the poster-boy tank for this expac would be estranged from a tank mechanic while all the other tanks can handle it just fine on their own. I'm aware that my healers could just buckle down and help me, but they really shouldn't have to. And I shouldn't have to swap to a different tank just to make their lives easier for one mechanic.