If you want Taunt to work, make it an Aura that works like smelly and that talent that makes melee less likely to focus you.
Taunt: While active, enemies within your range are more likely to target you. Also, enemies inside the taunt aura has a chance to deal less damage to allies.
That's one way to make a tank work that isn't just "Hard CC Damage sponge" that won't work anyway in tactician because fights in that mode is decided in like, 2 turns.
Don't forget that the combat is still purely turn based. Tanks really need real-time reaction for them to work so they can always react. Turn based tanks just watch their friends get whacked and can't do anything about it.
A. That is more with the design flaw, why only pure dps matters on tactician?
B. A fully buffed tank in the current game can have nearly double his starting armor with regenerating armor each turn. This coupled with shackles of pain and heals is a real potential that is wasted right now. Let this be a thing so i dont feel so unfair when bosses uses shackles of pain on me while my version still sits in memory bank because i know it will do nothing.