Didn't read the whole thread, but just wanted to make a quick point.
The last 2 issues saw defenses and controls nerfed to 1) make the defenders feel more useful, 2) make the game harder. Fine. I think both of those objectives were reached somewhat successfully.
The other big goal of States was to curb powerleveling, so we saw the AoE limitations put in the mix. A fine solution on the surface, but I think this is where Tanks really feel the nerf bat hardest.
With defenses lowered, and no ability to taunt/control/or even damage groups of mobs over a certain size, a fundamental gameplay change occured. Teams went group by group, killing off each group before proceeding to the next one. Even maps were changed to reflect these changes so spawns were intentionally moved further apart.
With fewer mobs to manage in each fight, damage became more important in terms of leveling than damage mitigation did. As has certainly been pointed out, a scrapper with enough buffs/heals can certainly manage one spawn's worth of aggro/dmg. Outside of the over ambitious blaster/spawn with too many hard hitting bosses, things are still very manageable. But now the emphasis is put on speed from group to group. Id rather have a battle over faster with more heals, than one that lasted longer with less.
Personally, I'd still prefer a tank in an AV fight, or vs certain spawn types, but, in general, a scrapper will contribute more measurably to the team on average.
Anyway, don't know if I have much of a solution. Maybe raise the Taunt cap to 10 and up base Tanker Def/Res by 10%. Possibly combine those kind of changes with a reduction in offense?
Just some thoughts.