Really. Was there one substantive/possibly game-changing answer from the whole thing? I guess it was nice to learn that a tanking legendary isn’t off the table, but we would likely not see it for at least two more patches. Likewise, the devs called a truce in the Battle of Blockcap. For that I thank them, if only because they realized they didn’t have enough time to properly gut our mastery and deal with the consequences appropriately on the PTR.
So, here are the interesting and important questions/answers.
Q: What are your intentions with each tank’s mastery and mastery in general?
A: Paladins: Mastery is an attractive stat for paladins, but has some design problems. It scales very well, but due to the nature of our combat tables (and being able to “fill them up”), you can get “block capped,” which is a massive performance benefit. Worse, Protection mastery scales with itself, since there are no diminishing returns on block chance, and the amount of rating you need to block cap goes down as your dodge and parry improve, allowing you to put even more of your stats into dodge or parry. This sort of feedback loop is something we always try to stay away from, so we plan to change this in the future. We tried several alternatives for 4.2, but weren’t happy with the results. Any change which made mastery weaker (such as subjecting block to diminishing returns or changing what it does) would have required mitigation compensation for paladins elsewhere (with all the design risks inherent in making such changes), as well as asking many players to extensively re-gem or re-forge. We’ll ask players to do that when the need is great, but we didn’t think this problem crossed that line. The major risks are that Protection paladins become too powerful or too weak or that gear with mastery will at some point be rejected once characters are over the cap. We don’t think any of those problems will manifest themselves in the 4.2 content.
This is somewhat of a relief. I was really hoping they’d let us blockcap in peace in 4.2 and it seems like we’ll have that luxury. I think it’s also safe to say, at this juncture, that the latest Holy Shield change is likely to be the version that’ll end up on live servers in a few weeks. A relief all-around… for now.
Hopefully when Blizzard finds the time to nerf our mastery they don’t overdo it.
Q: Will we see a tanking Legendary sometime soon?
A: The tanking community both loves and hates when this question comes up, but it received a lot of votes, so we’ll answer it. The answer is not soon, but probably eventually. The problem with tanking legendaries, of course, is that the shield-users and non-shield-users tank with different weapons. That’s not a deal breaker, but it is a consideration. We could allow the legendary to be transformed from a one-hander to two-hander or we could just design an item for a more narrow audience (such as a shield). The 4.2 legendary has fairly wide appeal, and the 4.3 legendary will have much more narrow appeal. We don’t want to fall into the trap of making legendaries too formulaic.
I feel really guilty admitting this, because the conventional wisdom is that putting a legendary in the hands of such a central role — like the tank — raises tuning issues for content and so on and so forth. But, I just don’t care. This is one of those times when every intelligent impulse is dulled and all I can hear is the siren song of orange text held within my greedy hands. Like I tweeted:

Yes.
Q:Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina?
A: We did. As you’ve probably seen by now, it’s called Drakehide Leg Armor, and it provides Stamina and dodge rating.
Q: Can you make it so that taunt doesn’t miss, just like you did for interrupt abilities? Doesn’t feel as though it would be a complete upset to overall balance.
A: Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.
Really?! These questions were answered? And people voted them up on the forums? I sincerely hope this didn’t take the place of two far more worthy inquiries. Though, I guess the next runner up to be answered was about shaman tanking. The devs shouldn’t stoop to waste their limited space on questions that could be answered by watching mmo-champ’s front page.
Q: Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)?
A: Death knights are a somewhat different style of tank compared to the others. They take significantly more damage than other tanks, but then heal/shield that extra damage back instead (and sometimes more). Due to taking more damage, and that damage coming in spikes, they’re also the most likely to die to unexpected burst (such as when they don’t have runes up to Death Strike, have no cooldowns available, and fail to dodge or parry a few attacks in a row. They also have more personal impact on their own survivability and mitigation than any other tank, by tying much of their performance to Death Strike (and especially optimally timing their Death Strikes). So in the hands of a really skilled player, they can do some amazing things, but not usually much better than the other tanks. We’d actually like to head more in that direction with the other tanks (making them tie more of their defensive performance to their ability usage), in the future.
No kidding, Death Knights can do amazing things in the hands of a skilled player because they have more control over their own survivability via active abilities? Sounds a little bit like the reasoning that the new Holy Shield is a buff, eh? Eh?!