Like a few have mentioned I've never started in HW. However, my adventure did started during the beginning of SB where I've actually attempted to try every single content before becoming a hardcore pvp player. Despite my only complaint being how everything was heavily DOT reliant SB was my best expansion for me. I just wanted to throw my 2 cents and thoughts on this.
Aggro management wasn't that deep. I think it was personally removed since many hardly thought of it. Casually, DPS hardly managed their aggros or did anything to keep it down. I noticed this. So why keep it if everyone sees tanks being the sole responsibility?
I've never experience cleric stance. Tank stance only made me realize how truly busted 4.0 WAR was. The personality between the 3 tanks did existed. I think DRK had some sort of crisis then?
I've never found any value with TP sadly.
Definitely will disagree on the multiple builds. There were probably multiple party comps that could be created then, but definitely not multiple builds. When I called myself tinkering with red mage while having 0 raid knowledge I thought of throwing materia on in order to increase the physical damage. I didn't do it because of how the class was design. After doing a quest with Tataru I really tried looking for ways to get a small boost on my physics for SMN using materia. I was upset that the spell was useless after lv 50 which prompted me to learning SCH despite being scared to use a healer for roulettes. I do wish I had that power to control my own stats when leveling.
I'll agree to a degree...I remember when a WAR pulled all mobs before the second boss while racing to Zenos. I was a new healer not up to par gear wise. I ran out of mana, and I've pretty much used up all of my resources. WAR couldn't hold the aggro. I panicked. Somehow, the party survived. Everyone 25% hp while the tank was less than 5%. I have yet to see a ton of skill expression after SB dealing with that scenario.
I would like to add something extra. I quit learning how to heal, because I believe that the reward system was removed from them. Looking back now I'm pretty convinced that it was never there for raiders to begin with. Casually though, yes. If you were struggling as a healer you had more defenses. If you were doing well on the other hand you got to do more damage. Mismia II. Aero III. I'm not sure what was the reasoning behind healers losing out on damage come ShB. If healers were given a few more damage abilities than what they have now maybe I will come back and continue learning the role. Truthfully though, the system needs retuning come 8.0 when the individually of classes is focused on, because as of right now I feel as though I'm being told how I'm supposed to play the class through design. I would like to be able to have multiple playstyles instead of being shown that this is the only way that I can play. It's not just like this with the healers and tanks. It's like this with majority of, if not all, classes.