Melee in turn 2 make for a very difficult allagan rot rotation. Couple that with the lovely lag issues making rot detonate early and the turn 2 strat is far more viable and with less bullshit fuck ups. Plus, 3 healers makes it incredibly safe whereas 5 dps make it much faster.
The thing about the tank LB is that the buff is really short, usually only lasting long enough for 2 attacks. In most situations, to use the tank LB is just delaying the inevitable wipe you think you might be preventing. Plus, more often than not, tanks regular cooldowns are as good as the LB anyway and last way longer. A good melee dps LB will usually drop a boss' health by something like 10-15% at level 2, which speeds up a fight way better. The healer LB is another incredibly situational one just because it usually gets the healer using it killed and leaves most of the people who revived dying again due to terrible positioning (garuda tornados, anyone). Dps lbs are the most useful because if something's dead, it can't kill you.
As for bad tanking,alot of the problem now comes from dfr players who are significantly overgeared getting into runs with newb tanks who haven't gotten into the habif of getting hate over doing damage. Tanks are not DD, same as healers are not DD, they need to focus their roles and not get in over their heads. Only time I'd lose hate is when jackass archers and bards went AoE crazy with raging strikes AND blood for blood up,in which case it's deserved. Kyuusei, if you wanna be an impressive war, open up on groups with berserk and overpower spam til berserk wears off or you're under 400 tp, then flash til pacification wears off, and stick to comboing each target while flashing when MP is available. Don't just attack the main enemy, switch constantly. Should be Butcher's Blocking the main enemy and hitting the other enemies with skull sunder. Do that with consistency and you'll walk away with plenty of commendations on war.