Originally Posted by
Obsidian
The problem I see with this is that the mechanics are pretty well set in stone right now. It's not so much the class mechanics that put people off in my experience but the fight mechanics. Nearly every fight involves a tank swapping mechanic (meaning any tank that gets added is either going to need GLD as a sub-class or their own version of Provoke), they all involve positional awareness, threat management on multiple targets, stunning/silencing, and more rigorous cooldown management than DPS classes. These are the things that turn people off of tanking (in addition to few low-risk opportunities to practice), and I don't see a new tank job doing much to mitigate the inherent responsibilities of tanking.
There are a couple people in my Free Company in this position, so later in the week when Coil is done and people want Primal clears I always offer to go DPS so someone else can learn the fight on a tank role. Often times there isn't much you need to change going from DPS to tank (in the Primal fights particularly). You still need to move to the same places (most of the time) and dodge the same stuff.
Edit: I think moving towards 10-man parties with two extra DPS (2/2/6) would help to alleviate DPS queue times but I'm not sure how much that would impact content design. Primarily I think things would just have more HP, but I'm not a game designer.