This is one place where you and I actually agree, Darlgon. I don't really understand that kind of power-level mentality, either. It's probably going to take me two weeks or so to reach level 95 on my Captain, if last year's expansion is any indication.
Anyway, I feel like there's a piece of info about mob AI in the Epic Battles that's missing from this discussion. This info comes from beta, and it's admittedly kind of hard to notice if you haven't been outright told to look for it.
You get periodic mob spawns which consist of W Commanders, X Sappers, Y Recruits (Warriors and Archers), and Z Soldiers (Berserkers). Out of those, the Commanders and Sappers spawn with a designated target. Uruk Commanders will attack Rohirrim Commanders. Sappers will attack banners and supply crates. They will always go for those targets, ignoring aggro tables (definitely) and forced attacks (less sure) completely. Recruit and Soldier enemies spawn without a designated target, and they basically pick a Rohirrim NPC at random.
However, there are a couple of wrinkles to the Recruit and Soldier enemies. Unlike Commanders and Sappers, they do obey aggro tables and do respond to force taunts. Now, while they do obey threat, they start with a rather high initial threat rating aimed at whatever target they randomly picked. Pulling them off their target normally is not impossible, but they'll usually die before you manage it. But there's another piece to the puzzle here. If a player with a tank spec -- e.g., Determination -- equipped is nearby, Recruits and Soldiers have a chance (IIRC, 20-25%) to target that player instead of a Rohirrim NPC.
So, what does that mean? Well, first of all, traditional tanking is definitely downplayed. You will never be able to pull aggro on all the enemies in an Epic Battle, and that's by design. Maybe there will be one later where we get to play as the Stamford Bridge Viking and go mano-a-legio, but that's not the case in any of the existing battles.
That said, there is a role for tanks to play. Protecting Rohirrim NPCs is vital to success, and keeping 20% of an enemy wave from going after those NPCs is a deceptively huge contribution to the battle's outcome. Furthermore, the Deeping Wall raid (not solo) space actually does add in some raid-style minibosses who do need a traditional tank approach. They spawn with certain side objectives and can wreak a fair bit of havoc on NPCs if not controlled. Off the top of my head: There are a pair of trolls who appear in the culvert and have a proximity buff mechanic (think Forgotten Treasury), which obviously benefits from having two tanks to keep them separate. There's also a boss Uruk who will spawn and start attacking the named NPC in a section of the wall; nothing too special about him that I recall, but it's still an example of a more familiar raid mechanic within the Epic Battle space.
Cainwen Ciaphas, Captain of Crickhollow, HERO OF MIDDLE EARTH!!!
I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered! My opinions are my own!