Sorry for being so late to the response.
It's hard to explain to someone who does not play WAR, or has not been playing WAR a lot. 3.X WAR was very smooth to play, the 3 combos worked really well together with the eye-block-eye-block-eye, or the eye-path-eye-path-eye, flowed perfectly.
Current performance aside...
I honestly can't place what it is yet, I personally blame the dynamic CD on infuriate, or the 20 gauge gain from path. The rotation just feels so clunky now, and our CDs do not line up well. I think it's safe to say across the board (for all the jobs I have played at least) that the "rotation" for jobs has become "easier" however for WAR it hardly feels the case. Square said with the "combat rework" their goal was to close the skill gape and simplify the jobs, However for WAR I currently feel I have to work twice as hard to perform to the same level as the other tanking jobs. Which is fine, as I said in my previous post, but when the Job feels so damned clunky that is when I start having problems with it.
With that said I mostly agree with you, WAR has some very real potential to become too strong if the wrong changes are made. It almost feels Square started to take the job in one direction and then decided to stop half way though production. I mean fuck lets just look at other classes, I remember in one interview we were told that Cleric stance would also apply to SCH fairies in Stormblood, so SCH would be more punished than they were by Cleric stance. However the end product we got not even 2 and a half months after said interview cleric stance was completely reworked.
The point I'm getting at, is I firmly believe that WAR had several directional changes during the development of Stormblood and the current design reflects that.