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I feel like you're mistaking taunting for aggroing. Or maybe in your experience the two's meanings have been diluted too much.
In my experience a "taunt" is a high value aggro skill. It equals a ton of dps w/o doing said dps. And then a lot of other tank skills just have an additional aggro effect, but their main effect would be smth else and the aggro value would be fairly low. Iirc you were present in the thread where I went over all of this before.
The tank would have several skills that would generate aggro for them, but it would only have 2 proper taunts (single and aoe). And depending on the balancing, those taunts might have longer CDs. My idea's single taunt would have a 10s cd, because the effect is 10s, and the power balancing of the skill would come from the amount of aggro it generates per effect application. So it would still be strong in pve, but you wouldn't be able to just cast it on several dudes within just a few seconds in pvp.
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But what exactly would make those people attack you? Your annoyance factor would have to be through the roof for people to choose you as their main target. And non-taunt annoyance would definitely be very hard to balance.
As for decreasing healer's output, I could maybe see that as a tank ability, though I'd prefer it to be a healer's job, to vary up the gameplay of that archetype.
Also, as I said before, L2's tanks did exactly what you proposed there with taunts

single target heals would usually be more optimal (due to high costs of party heals), so if an enemy tank aggroed you when you were trying to heal your mate - you'd miss that heal and your mate might die. And if you don't pay enough attention during the fight - that might just lead to your party losing.
The same thing would apply in action part of the game as well, if Intrepid manage to design some action-targeted heals. Well, that is if the camera move is implemented.
This is why we've been saying that forced targeting/camera works quite well as a mechanic. It can be applied to different situations on different classes, while also being unique (unlike a plain CC or debuff or super strong dps).