Ok, let's get one thing straight. Playing tank is boring because you only press 2 buttons as a tank.
Point 1. If you only press 2 buttons as a tank (or skills) then you are definitely doing something wrong and then it's no wonder that you don't hold aggro.
Where are you even getting on that people only press two skills? Even the newbies I have talked to about this and given them pointers on how to do things never once were like "lol I just press two buttons". Not a single one. They just didn't know the pace, didn't know when to properly press what, their muscle memory wasn't developed all that much yet for tanking. Skills develop with time. Time they can't get because nobody wants to run with a bad tank.
Point 2. What do rouges, scouts, champions, mages do. Do you feel the presses more? If you think that you are hopelessly lost and you should see how many skills really change and that usually only a few elite skills are added (depends on the class) - I'll fade out that almost every DD with Kitty, Lua or anyway similar plays.
What you're arguing here is pretty far away from what I am expressing: the point I'm making is that new players have a too hard time getting into tanking. It's (unlike dps) actually harder now to get aggro than it was - granted, it's still easy once you get the hang of it. Is it still unclear?
Point 3. If we compare. Players with gold gear and end-game stats, then we shouldn't compare that to a new tank player who might not even have all set skills, etc.
So.. go out, find new players, talk to them what their difficulties are. Do what I do. You will soon find that tanking is hard to get into. It's easy with experience.
Yes, tank classes have been the same for a long time. But as your guild member wrote, you can also refuel with other classes. (If you like that, gladly, not me - but that's just my opinion)
Why weren't they changed? Quite simply because it is simply not necessary. You can easily keep the aggro, apart from the fact that the mobs fall over within seconds anyway and you don't actually need a tank.
Yeah, but do we really need 13 tank classes (7 knight-tanks, 2 warden tanks, 3 champ-tanks, 1 warrior tank) when practically 3-5 are meta-defining good? Why not rework some of them into a more diverse set? Why not make a really, really noob friendly tank so people can get into it much easier?
On the topic of the new player leaving the game because they can't keep up or can't get into the game. I wouldn't say that it's because of balancing. I think it's more because of the toxic community that screams at every little mistake someone makes. For example in Rofl. (I definitely count myself among them)
They mostly leave over frustration; this frustration comes from many sources, balance being one of them but by far not the only one. The other is the fact that newbies do not have a natural way of progression anymore - the minigame-sets, which were once the way to progess are no longer there.
I can understand that you would like to have variations in the tank class and maybe not just play with the same rota all the time or sub class. But then, make suggestions and don't argue the class is boring because xxx.
But I would like to change skill x, y so that he maybe does that (for example, disarming).
Because in the end, only a few buttons are pressed on each class.
I just genuinely want things to be more diverse. As a consumer it is not my job to provide these reworks; it is my job, if I want a good product, to tell the team what I want - then I'll happily spend a ton of money on this game. What I want is a knight DPS in plate gear, what I want is for plate fragments in rofl to not feel like wasted loot.