OK Tank is now working as intended in the first place.
And none is using it except 2 hardcore role-players.
If I can voice the sadness of my fellow enforcers I would say that we are not pleased to be unable to use the Tank armor.
Everyone and his brother have explained that we don't understand why Tank has penalties when Decus coat don't. Given that these armors have the same stats.
Let me put a few points straight here :
1°) Putting a penalty on nano pool or nano skill for professions that are rather weak with nanos in the first place AND that at the same time are heavily relying on nanos (Mongo, Challenger, Essence, ...) is not possible.
2°) Preventing Enf / Sold from having a back slot armor with good AC (penalty on tank, thinking of nerfing Decus) would be the end of any tanking.
3°) Having incredibly high AC is required for any profession engaged in combat without a pet. One would believe that tanking professions would need a better AC than other professions. But honestly there is no real distinction here. All the prof have access to a variety of armor that gives the same stats. Only difference being the self buff that some prof like us Enforcers, have to equip armors.
4°) Armor types are dull in their specs. Even if there is some minor variations in Chem AC / Range AC / Melee AC / ... this is pretty much the same thing. We are not playing and saying 'wow I need to shift to Chem armor now or I will be toasted'. No adaptation is required. Unless you try to boost some AC weaknesses by implanting specific clusters, and realize that they would replace more important ones.
5°) Putting penalties on evades is also not possible. The only use of the uterly inefficient Battlesuits is ...making creds at shops with them.
If I go back to Tank that should be so distinctive of tanking prfessions, it's obvious that they can be erased from the game databases or tweaked into interesting gear.
An idea I had was along the lines of the Chemical Mausser :
don't touch their specs but make them tradeskills items so that we can add 1 faded + 1 bright + 1 shining cluster on them.
We could then balance in our way their disadvantages.
Still, softening their nano penalty to something that we can compensate would be welcomed. Something like +5% or +10% to all nano costs would make more sense.
Damn... I hate these robes.