The modest improvements we received in 1.2 are a clear indication that Bioware is responsive to the issues and concerns that Guardian tanks have been expressing. I think many of us agree that there is more that could be done to give us the performance we expect from our class; both as a Jedi Knight and as a Tank in a MMO setting. My purpose here is to stimulate conversation, and provide a constructive forum for delivering our collective desires to the attention of the class developers. Thanks for your interest and for your (hopefully) constructive responses.
NOTE: This is version 2 of my original post. I have updated my own ideas based on feedback from the community, removed those that failed to gain traction, and also added/adapted additional ideas submitted by the community. I've also trimmed some of the paragraphs to prevent "wall of text" fatalities, and ranked the ideas based on the ratio of agree/disagree.
1. Unremitting 10 agree, 1 disagree
Problem: A tank without Unremitting will spend the first few seconds of any trash pull getting tossed around like a ragdoll with stuns/knockbacks. During those few seconds, where initial threat is so critical, it can get very frustrating, and certainly doesn't give me the feeling that I am "a wall between the Republic and its enemies."
Solution: As a reasonable solution for both Tank and DPS Guardians, move Unremitting into the 2nd tier of either the Vigilance Tree or the Defense Tree. That way both specs have to go a little out of their way to get it, but they will still be able to have the 31pt skill from their primary tree.
2. Cooldowns 5 agree, 3 disagree
Problem: Cooldowns for our key threat producing abilities; Sundering Strike, Guardian Strike, and Force Sweep present an awkward rotation for tanking.
Solution: Modify a deep Defense skill (e.g. Cyclonic Sweeps) to passively reduce the cooldown of Force Sweep. Reduce the cooldown on Guardian Strike. Remove the cooldown from Sundering Strike and reduce it's damage to be equivalent with normal Strike.
3. Reflecting Blaster Fire 3 agree, 1 disagree
Problem: An iconic Jedi ability that has received no treatment in SWTOR.
Solution: Introduce as a passive ability that scales with Defense Rating; 25% Defense grants 1/4 chance to deflect, and 1/4 chance to reflect a deflected shot (for a total 1/16 chance to reflect a single shot). Special attacks (e.g. Snipe) will not be reflected. Reflected bolts deal half damage and are incapable of critical hits.
4. AoE Threat Generation 4 agree, 3 disagree
Problem: Saber Throw hits only one target, and Cyclone Slash has a high focus cost.
Solution: Modify ST so that it hits up to X number of targets within a X meter radius, each target hit reduces the damage dealt by X percent. Also, upgrade a Defense talent (e.g. Courage) to help reduce the cost of Cyclone Slash.
5. Endurance Talent 2 agree, 1 disagree
Problem: Shadow Consulars and Troopers (both ACs) have passive talents to increase endurance by 3%. Jedi Knights lack a comparable talent. Guardians once had a slightly stronger talent (4%) in the 5th tier of Vigilance, but it was removed in 1.2.
Solution: Provide a +3% endurance talent to one of the Guardian sill trees.
6. Force Pull 2 agree, 2 disagree
Problem: Force Pull would offer tremendous utility for tanking. Comparable skills are already available to Shadows and Vanguards.
Solution: Introduce it as a deep Defense talent that shares a cooldown with Force Push. Perhaps by removing the (newly diminished) "Command" talent and replacing with Force Pull.