problem is that the nerf hit almost every specc and format you play as a BO while the "buffs" only aim towards warband / and a really supportish playstlye.
if you see chosen as the core tank of every grp, cause it offers more support / better support with 100ft auras and an CC options, than BO competes with BG. While BG gets constantly buffed to fit more as a 2hd tank in smallscale groups, BO was untouched and now lost 50% uptime on one of his "main arguments" to pick him up as 2nd tank.
On the other hand, if something is that good that it is almost a no brainer to pick it up,... could be OP.

But it's also not as easy applied as people might think. As a tank you have to make your way to all those snares, kbs, kds, etc.
I would like to have seen that it simply becomes dispellable,.. so the snare component moves on big swing but can be dispelled, all other debuffs (-str, disorient) move to the tactic. this way it's the same gamble as KB. gotta hope that it's not getting parried etc. that way it would be fore both sides reliable. the target can get dispelled while the BO can try to reapply it.
We will see what the forshadowed "da toughest" changes bring.
I fiddled a bit round with the big brawlin tactic and testplayed it on some PvE mobs.
Tbh. not sure if it's worth anymore to go for it in wb and leave snaring to other ppl.
will miss the disorient though, but it makes the whole class feel even more clunky.
you end up sometimes with ~0.3 seconds left stuck in middle plan waiting for Big Swing or using another ability. There is probably an NB fix to that by optimizing ICD usage with NB strings. Still, I hate those full automization tools.
most of the time it's worth to be able to switch another time the plan and get a savin me hide off etc. and from a dps PoV subju wep proccs do some good dmg, so that's an alternative (pretty much half tool tip dmg).
will see if it's a liability for a warband atm or not, cause it's obviously harder to heal as a chosen and has lost a bit his spamming capabilites in fact, 2 very potent debuffs and a bit of dps.
WB play evolves a bit around how much "usefull" stuff you can do as a tank per GCD this atm a bit crippled cause Wez Bigger and Trip 'em up is not really desired in the rotation and jibbles is highly situational (only worth vs melee pretty much (but still very questionable use in WB play), still Big Swing debuffs even without the tactic str, so still considerable to spam on it away), AOE KD is more than highly situational, in fact you only want to use it in very specific situations (examples: funnel break, knock back to a lower level, as a short dmg stop mechanic to catch up again, seperation of groups etc.) So you go for it after the change and use changing da plan every 2nd rotation which leads to the described clunkyness or you use another skill to close the rotation and use it as a filler (as mentioned, not much use on those abilities compared to BS).
On the other hand you can just bridge the gap a bit with HTL dancing cause that got fixed.
Gotta testplay it first. First Impression: added more clunkyness while leaving you with a ? in the gud plan tier.
probably an arguable pickup cause you could also not take the tactic and try to max your stat stealing per GCD which overall adds stability to the grp.