But why has it got to the point where you need your defensive stance to survive and how strong is this stance? Tanks have a plethora of defensive tools available, all of which should be considered before you even get to thinking about a defensive stance. Bear in mind as well, fights are (currently) designed so that you do not run out, which I believe also includes ignoring the fact tanks have invulns. The moment you design a fight to tear through all of those, just to force you into defensive stance, would that really be fun? or would it feel forced? Yes, I am currently forced to use defensive cooldowns to survive a tank buster, but I do not lose offensive benefit, but if I was forced inti defence stance just for the mitigation to survive a hit, at the cost of my offence, that feels worse, at least to me (back to what I keep saying that it feels like a punishment system rather than a reward system).
Also, just because I don't visit topics unless there is a new post, I think I missed this:
So, to make a point, you adjust how healers work. Which is fair, but if we are going to look at how adjusting things can potentially change the interactions, we need to look at everything, ie. tanks defensive kits, do they have enough to survive (before considering tank stance), what is the incoming damage to tanks, not just via mechanics, if we are tying more healing to GCDs, would this then be something that is more expected across all content, so that every GCD is not a damage GCD? etc.
With so many variables, you can see why changing one thing to make it better suit a particular narrative (whether intentional or not) can come across as a bit disingenuous. Why just change the one thing when there is so much more that needs to be considered. However, it still doesn't change the fact that the only time you would use it is when you are forced into it. Which, as I mentioned above, doesn't necessarily feel good.