It addresses many of the warrior issues at the moment. For one, control. Every other class has loads of removal at their disposal, hunters, rogues, druids, mages, warlocks, hell even paladins can manipulate the stats of their opponents monsters or unconditionally buff their own tokens as removal. Priests may have their blind spot of 4 attack but 4 of their basic cards are still amazing pieces of hard removal and have plenty of healing and buffs to back up their own field...
Also this new hero power has far more synergy with most of the warrior class cards then the current hero power does. (Examples, Execute, Upgrade, heroic strike, Shield block, frothing beserker, mortal strike, and battle rage).
The only one card that would need to be changed that would be alienated by this change is shield slam and I have a much better idea for that card.
Shield wall: Gain 1 armor for every damage you took this turn. Can only attack once a turn so you can't really abuse this card. Basically it gives you a free hit on something provided you can survive that hit... Say your wearing that gorehowl and you smack a ragnaros to finish it off.. well you can shield wall back the damage you were dealt alleviating some of the risky behaviors that the warrior removal always seems to have.
So, Why is that the warrior class, the class that is supposed to be on the front lines have some of the least effective removal, based on being too conditional and risk driven to use.
The same classes that have weapons in their hero power also have good non risky removal,
Druids have wrath, star fall, claw, and swipe and star fire.
Rogues have back stab, SI 37, perdition's blade, Assassinate, betrayal, blade furry, eviscerate, fan of knives and shiv.
What do warriors have?
Whirlwind: 1 damage to all minions... this is mostly used by enrage enablers and isn't treated as serious removal.
Execute: Destroy a DAMAGED minion.. Still have to sacrifice some health or a minion to make this work or another card...
Inner rage: Deal 1 damage and give a minion +2 attack.. More a buff spell then anything.
Cleave: deal 2 damage to 2 random enemy minions Great, but its two random minions... and at 2 mana...
I'd rather have a good single target piece of removal against the variety of utility creatures that need to die ASAP.. (Knive juggler, Nat pagle, Wild pyromancer, Northshire cleric, Mana tide totem, starving buzzard, scavenging hyena, mana wyrm, sorcerers apprentice, etc...)
Slam: Deal 2 damage, and if you don't kill it draw a card...
Heroic strike: give your hero +4 attack
Fiery war axe
Brawl: destroy all minions except 1 random one...
All very conditional and/or all carrying more inherent risk then any other class.... and for what... 2 armor? 2 armor isn't enough to absorb the damage of the average 2 dropped monster (3/2).. its enough to take enough damage from a 1 drop (2/1's).
That is arguably the weakest hero power in the game right now and by a large margin.
So what does the current hero power have synergy with..
Well it has some synergy with weapons (arathi smith included).... and... .shield slam... that's really it.... So shouldn't the spells in the warrior deck more or less take care of the damage he is taking from his own weapons... while his power should be more about helping dictating board control?
Shield wall (Suggested above) and Shield block, armor smith, and new cards to come in future sets!