5) We don't think it's critical that all tanks have the same number and character of cooldowns. In fact, we think doing so would make all of the tanks play too similarly when what we actually want to do is give them each their own character, provided each can still tank any content in the game with a reasonably similar amount of effort. We give everyone a Last Stand and Shield Wall equivalent and try to have another option or two. It's okay that Blood DKs have a lot of cooldowns -- that has always been a DK thing -- as long as they aren't much more effective than other tanks.
We've gone from "Niche", to "Flavor", to "Character". They all mean the same thing.
And this is the design that keeps failing. Prot Paladins "aoe tanking" Niche in TBC. DK "cooldown/magic" Flavor in Sarth/Ulduar. Paladin AD's first incarnation. Druid "EH flavor" in ICC (particularly with how it scaled with the raidbuff). Paladin WoG "holy healing tank" flavor at cata's launch. Paladin and Warrior "Block flavor" made them superior to DKs for many jobs in tier 11+12 (aoe tanking things like nef+maloriak adds, or big melee hitters like beth). And so on to the current issues in tier 13 where absorbs trivialize mechanics that eat through blocks, ams trivializes tetanus, etc.
We keep running into encounters, and often entire tiers, where one tank's "Nicheflavorutilitycharacter" allows them to adjust the difficulty settings down a few notches. Sure, it was possible to do encounters without the 'favored' tanks; DKs could and did tank hardmode Beth, guilds went through Hyjal without a prot paladin, and not every LK kill sub 15% used a Bear tank on Arthas...but they were all doing it at a significantly higher difficulty level for no gain.
We need homogenized tank cooldowns, static mitigation and survival tools.
It's not worth the trouble to do otherwise, we get plenty of "flavor" by different playstyles; the warrior button mashing versus the DK rune/runic balancing versus the monk energy/chi style and so on. Playstyle, art style, resources and many more gameplay factors provide plenty of opportunity for "flavor" that doesn't interfere with a tank's ability to get their job done and not feel like they're holding their group back by class choice.
Ghostcrawler saying that they -want- DKs to be the tank that "has a lot of cooldowns --that has always been a DK thing --"...just seems so wrong. Especially when they follow it up with "as long as they aren't much more effective than other tanks". We've seen this design fail time and again, either DKs are overpowered for their number and frequency of cooldowns, or they're underpowered for their static mitigation being poorer as a balance to their cooldowns.
Yet here they are again trotting out that they want DKs to be defined as "having a lot of cooldowns". Their early designs are giving Bears the "EH Mastery". They're giving Warriors a banner that "CAN BE INTERVENED!!!" to give them more mobility. Why do we keep seeing the same mistakes?