Idrinth, not to belittle your response to my response last page. I thoroughly read and agree with you almost entirely.
I don't expect a reply, don't worry
Something I am seeing in responses though, are pretty complicated mechanics, both from an understanding standpoint, to a coding/design standpoint.
I keep going back to the ackronym "KISS" - Keep it simple stupid. And think that when designing mechanics, often times less is more.
I think most agree on it(even me), sometimes KISS just feels different between persons.
- kicks better by weapontype: [...] I dont know many classes that get Knocks? [...] My personal BIGGEST issue with just leaving this as a "knock" is frankly restricts this benefit to EU players only.[...]
It's unreliable for most I think, I'm eu and my kicks often do not at all match where they should have been going. Might be just me being slow maybe. As far as I am concerned, kicks are all easy to learn, extremely hard to master, especially when the game is laggy.
Or as you suggested, somehow equipping a 2H somehow makes taunt apply 5-6 stacks instead of 3. This would be a damage increase overall from a 1H and incorporate the class mechanic however this isnt "common sense" unless you want to state it in the tooltip
The main point here is not improving the burst, while keeping pressure up longer - keep a supporting role. I don't think the difference is that big, that it would require leaps to make sense, but yes, it might not be the first thing you'd expect, agreed. What is keeping it KISS, would be, that it's a benefit to what tanks already do, so they'd just need to adapt a little.
As for other buffs/debuffs, im not sure how you incoorperate this either without some sort of massive overhaul. Each class has things (like Knights get a Wounds debuff) that you could make more potent with a 2H... IDK I am just not a huge fan of drastically changing mechanics based on weapons.
I don't know exactly how buffs and debuffs are handled server-side, I'd assume their numerical values are stored somewhere, so at the point of first creating those, you'd just multiply in the extra 10% - pretty much the same point, that needs to take care of ability levels for example.
higher movement speed when twohanded. This is actually another thing I was considering. We talked about Juggernaught having some added benefits. Another idea I had here was you could make: "Unstoppable juggernaut" - no longer require being CCd to activate. Makes you immune to control effects for 3 seconds and increases you and your parties movement by x% for 3-5 seconds. Something like that as a party utility/Offensive ability that can be used to charge/avoid CC pro-actively but require a 2H. Kinda the "offensive tank" aspect. Or even, make this provide CC immunity, run speed, AND damage for JUST your tank for X seconds.
Maybe give all 3 options and toss them around between the tank classes?
IB and Chosen would get "no cc needed, 3s immunity, party movement +5%"
BG and SM would get "Passive 10% speed"
BO and Knight would get "+20% for 5s speed after use for them and their guardee"
The grouping is intentional, so that the mirroring is smaller and the effects hopefully don't make a specific class too strong.
We talked about guard "pass through" which could also be tied to "taunt" - in that taunts damage (30%) would strike through guard...
That might actually pretty dangerous, it would equal out to 80% / 50% of the normal damage - I'm pretty sure I'd run a 3 or 4 tank group with that option and rotate taunt

I think the amount might need to be smaller, more like 70% / 60%.
I am not a fan of removing guard - while I'd see that via aura quickly, it's just annoying and not fun for either side.
We could use anti-guard as something specable to help out specific 2-handed classes once the rest is better balanced - that would be a tool to majorly up the usefulness of that spec.
Can re-purpose F.O. to be made into some "2h only utility". Same with "Unstoppable juggernaut".
I would prefer to have as little weapon-locked tactics as possible, since that would give more options, more choices and more fun when planning.
Would it make sense to list out all the "generic" tactics and peg them as either 1H/2H or neutral?
Not sure, I think that details would still require in-class balancing and that won't be achieved with those tactics. The only tactic I'd see useable is the Juggernaut one, since it's currently pretty much a wasted slot - with rare exceptions.