identity of the class
inquisitor is half an enchanter, who can mez/aoe stun/immune to spellcast/chame a mob - you can build a group without the urgent need of a mez class and take a full dps class instead
shadowknight is a pretty good puller with lull and feign death, also good self sustain - you can go without a puller or cc class and be fine
paladin im not very familiar with, but i guess you can heal yourself and you might be fine without a real healer in a small group setting, if you have a necro/enchanter giving you some mana occasionally etc
fighter's selling point is that he has more damage than the other tanks and he has strong defensive cooldowns
if you compare it to inquisitor who can bring a full dps class instead of a support class, or they can join a group and fill the role of an enchanter - i feel fighter would need to do quite alot of damage to compensate (if the support classes arent doing more damage than a full dps class, which i suppose will be changed)
the other tanks should have alot of spells that do extra threat but not alot of damage
fighter should just "be able to keep aggro by sheer force" (very much in theme of a fighter imo) - not many threat multipliers and just alot of damage - he should be a tank + half a dps, yes even compareable to a utility dps class. if a druid can be a main healer, have loads of utility, and be able to dps quite fine - then the "dps tank" should be able to do strong dps while having no utility beside wearing plate and having def cds
the "knight tax" can be included by making the fighter take more damage if he decides to be more offensive
the class doesnt really have many "wow im op at this" things other than supposedly being "the" raid tank at 60 and some very subtle things like high uptime in a group (which can also be exhausting for the fighter player)
abilities i would adjust
cleave - make it a might ability with no vengeance cost. either give it more damage than rend or same reset mechanic with slightly less damage than rend, change it from weapon ratio damage to % of weapon damage (that would create cooler use cases than right now i think)
kneebreaker - remove taunt going on cooldown for 1min after using it. i would even say remove the cooldown of the ability entirely (except the global) and put the 1min cooldown on the individual mobs you used it on. then this is actually an ability you would have on your bars. then balance the slow%age or duration of the slow if its too strong, or make it require 1 vengeance stack
frenzy - make the ability way more powerful than feint, right now it almost feels like it doesnt matter which one you use. remove the attackspeed buff, instead: when in offensive stance deal and take 2,5/5/7,5/10/12,5% more damage for 1min. in defensive stance it could give you +% increased threat generation, +% increased healing taken, something like that
merciless assault/defense + last stand/bloodlust -> merciless assault and defense should share their cooldown, i would also prefer them to have the same cooldown and be balanced around that, for example 10min or more - defense should be a strong "oh shit" button, instead of spamming it every time its up to safe some mana for the healer
new ability -> bloodlust increase attack speed by x% for x sec / or move the +50% damage dealt from merciless assault to this new offensive ability - and make it be on a shared cooldown with final stand ~ 3min or 5min cd
now you have one big CD and one smaller CD and you need to decide whether you go full ham or in a defensive mode, instead of being able to use all 3 together at one moment, as it is right now
new ability onslaught -> offensive charge ability. deal and receive X% more damage OR gain x% attackspeed for 10seconds (etc)
Vengeance -> vengeance shouldnt be able to fall off as long as you are in combat
(sry posted in wrong thread but cant delete somehow)