Chosen/KotBS: I have mulled a bit back and forth. Yes, it is *easier* to play with aura's than the other classes... but I think that's preferable than 'press button A, 4.5 seconds later button B, then C repeatedly.
My suggestion for Chosen/KotBS (if the current implementation has to go): their Aura's, have a 30s 'action time', 60s cooldown.
Now you have to decide, when to use which Aura, and having more than your three 'main' aura's (/orders) on your action bar makes absolute sense.
Perhaps some of the lesser used aura's should be buffed to make up for this.
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Looks-wise: I think SM especially, looks *fine*. If anything, DE BG has a bit of an issue where the Halberd is lore-wise, part of the uniform.
For the Knight, I think a wider variety of weapons could be nice. Hammers would get onto WP territory; but I see no reason why there'd not be some pole-axes (smaller than BG elvish styles Halberd), and maybe a type of spiked morning star weapon as options.
The Ironbreaker: well.. doesn't he look a bit like he's supposed to? :s
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Tank gameplay:
1) Tanks have better survivability; great. But if you look at scenario's e.g., you'll see that majority of the time, it is the healers that top out the protection charts. (SM/BO have a certain advantage here, in that they have a group shield on reasonably short cd, and random group heals which do add up).
Bottom line: don't expect great rewards. And if anything, I think it's here that changes should be made, *especially* for the SnB tank: they imo, should be top protection.
Want to top the dmg charts? Bring a Dps. Top healing charts? Bring a healer. Top protection charts? Bring a SnB tank.
How to:
Taunt. Taunt currently means, your target takes 30% more dmg from your attacks. Well... 1.3 x weak dmg = ... slightly less weak dmg.
It should be changed: if you are wearing a shield, will also *lower* the damage your target does to others, by 30%, for 6s? or until opponent has hit you 3 times.
And the result of this should count as 'protection.
In other words, a weaker, single target 'challenge'.
I also think this taunt, could be off the global cooldown.
SnB guarding, could be given slightly more range or better effectiveness (lowers dmg taken by 5%,... lowers dmg taken from critical hits by 5-10%,... the precise effect could depend between each tank; lowers dmg taken from periodic effects;....
SM is imo, actually an excellent example of the sort of abilities that tanks could have:
a group shield;
( a random wound buff proc-heal)
Raking talons: lower enemy blob dmg output to 80%
Vaul's tempering.
SM issues: the weak-ass AoE knockback... that requires *perfect* stance.
Single-target snares that require *improved* stance (are you *kidding* me??)
Buff the knockback distance for SM/BO, to somewhat lessen the glaring lacking of a single-target knockback.
Give all tanks (at least single-target) snares, that have no requirements attached like stance, or 'if the target is ailing' etc.
Related SM/BO issues: very short duration buffs.
Raking Talons: 4s duration.
Eagle's Flight: +25% parry, great! 5s duration...
Vaul's tempering: a group buff! 3s duration.
Combined with the stances, and this becomes not so fun to play.
(I don't consider the mechanic fun at all)
For BO, the equivalent to 'raking talons', is no tactic slot, party -20% magic dmg taken, for 4s.
And this is where we run into destro tank... issues imo.
ALL the order tanks, have synergy (pretend a PvE situation).
Knight + other tank: enjoy the +25% healing received.
Ironbreaker: +25% parry
Swordmaster: *raking talons* : -20% dmg output to enemies in 20 feet circle.
Destro tanks... not so much.
All destro tanks, have some sort of anti-magic focus, to a greater degree than order (imo).
(hence, BO -20% magical dmg taken for 4s). BG: disrupt tactic; Chosen: a dmg anti-magic aura, and a +disrupt +silence ability as top 3rd tree.
Yet, it is order that has 2 ranged ballistic classes...
imo, this in part, stems from a time when BW's ruled the earth.
For at least some of these, it could be nice to change them to be anti 'any ranged dmg'; such as BO: reduces the party's incoming magic AND ranged dmg by 20% e.g.
Remember: currently this attack requires 'da best plan' AND a nearby target to hit, AND it only lasts 4 seconds.... so imo, further changes are certainly welcome.
The Chosen 'discordant fluctuation' could be made to proc from both Magic, and Ranged abilities,...
Continuing on the tank train of thought: most abilities are single-target.
Perhaps the weaker dmg abilities, should be AoE when paired with a shield? To give the pure tanks some minor AoE dmg output, greater than now, when they *do* get stuck into combat.
Might help with them earing some rewards...
For sieges, increasing the reward from 'Hold the Line' and Block channels could be considered; I don't know the math involved.
Perhaps 'Hold the Line' could also reflect some dmg (less than the block channels) on a succesful defense...
Giving some tanks a group-cleanse option could also be very nice:
only 2/3 healers have a group cleanse; perhaps 1/3 tanks could get a group cleanse, with a much longer cooldown obviously (20s?) (*not* Chosen/KotBS most likely; I'm thinking more towards BO as replacement for the loss of cooldown reduction; and then I don't know for Order.... bonus: might help destro a bit vs that pesky BHA spam

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