The full thread that I have the patience to read and where it's the only recurring argument? If people are saying, since opening post, that they aren't balanced for 6vs6, and the very few that come from large scale are mostly fine, then there is a clear trend. I come from large scale and I see the set as a perfect fit for an offensive spec.
I'm gonna hard pass in this line of argumentation. If you are the guarded person, you are a DPS and no longer a true tank. If you need 2 characters to match the survivability of a single one, you aren't meant for large scale. If you need to xguard to be on the line, I would rather have another pure damage dealer.
To both posts: In small scale, sure, go crazy and drop everything you want/need in dmg. I really am a bad player in small scale. By contrast you are not used to the bread and butter of 24vs24, where you are going to face 8-10 characters focusing your ass. In large scale you really need toughness, like really. In the long term what you want for large scale offensive tanks is: Red to be crit, parry/disrupt/dodge with priority for parry, toughness, strength and weapon skill. Toughness becomes more and more valuable the more and more people hitting you, cause is a lovely reduction to damage across the board. I'm gonna jump here, but I assume that in 6vs6 the best way to reduce enemy dps on you is killing one dd which worth 50% of their offensive power, so adding damage from tanks seems reasonable both from an offensive and a defensive point of view, so you don't lose that huge amount of damage for the loss of one character. Not how it works in large scale. In large you need the pressure to tear down a lot of people fast for them to not be able to be rezzed again in time, while tanks try to soak the damage surfing the storm.