I will start off by saying that I have seen improvements overall in fight design around tanking in Endwalker compared to Shadowbringers, but not a 100% improvement. Tankbusters are much more interesting now than they were before since they happen much more frequently and apply more DoTs. I really feel like I need to plan which mitigations I have available to make sure my healer is not overworked. At the very least, I need to use my cooldowns frequently. I am also glad that more tankbusters are not able to be invulned to just cheese a mechanic. This is much better than in Shadowbringers where I felt that I barely needed to plan around my mitigations at all. They were always up when I needed them to be. I also want to highlight that shared tank autos are an interesting concept that I would like to see more of.

That being said, there is a problem that started in Shadowbringers that has only gotten worse in Endwalker: boss positioning. I am sure there are plenty of posts mentioning that boss hitboxes are too large, making it too easy to maintain uptime on bosses. This is absolutely true and is certainly part of the problem, but there is one more aspect that impacts this. Bosses re-center themselves too often.

As a tank, I feel like I never have to do ANY positioning anymore outside of maybe a run to a corner and back in P5S. Looking back at Stormblood, (nearly) every fight had some kind of positioning for a tank to do. In Shadowbringers, there were a few bosses that required positioning, but most wanted to stay in the middle. When hitboxes were small, that was okay because managing to keep the boss in the middle when you as the tank need to move is also a skill. Now that hitboxes are giant AND the bosses want to stay in the middle, my job as a tank is now only to get hit. This would be okay if the jobs were more complex, but they are also being streamlined at the same time, leaving tanking less interesting.

Ironically, one of the best fights to tank in years was P3S (I know everyone, get out your pitchforks). But really, the boss hitbox was just the right size, there were frequent busters for BOTH tanks, and a good tank could position the boss very well to give everyone uptime. At the same time, the boss didn't need to be moved SO much that the Main Tank couldn't do their rotation at all. It had a nice balance between the two.

Looking at new Paladin (and the old one a bit), the fact that it has a much more flexible rotation and a lot of ranged options is fantastic...if fights required us to disengage from or pull the boss places. That quality of life is lost when it never needs to be used. I would love to optimize where I use my holy spirits, or feel rewarded for choosing to bring paladin into a fight because of its ranged utility, but that has only mattered for P3S and Pinax in P4S this entire expansion.

Tanking is more than just taking damage. It's controlling the boss.