I'm not suggesting that wardens should be able to fill different roles within the same fight, but within your chosen role you should be able to more flexibly react to moment-to-moment changes in a fight.
I've updated the second post with an outline of the new tanking cooldown skills. They don't have all the specific values, but should give you an idea of how they'll add to your tanking kit. All the specific numbers will be available on Bullroarer soon.
Regarding 'For the Free Peoples' I've repeatedly heard this sentiment from players. I'm not sure if folks simply haven't looked at it in a while, or maybe it's just been written off because it requires you to laboriously use a lot of regular builders to tier up it's effect. In any case, it is unquestionably a strong effect when tiered up. And in this update, it's being changed so that you don't need to tier it up at all; it will immediately consume your AT to grant you and your fellowship Incoming Damage Reduction.
I'm sorry you feel this way. While I agree that the optimal way to play the class right now is to use gambits large-to-small, that doesn't change the fact that gambit chains in abstract are literally designed to push you in the opposite direction. If it's never optimal to use some of your 2-length gambits, then why have them at all? I understand that they have little value right now, but that doesn't mean that they ought to have little value in principle. Even with gambit chains, if you only have time to use a single gambit, you're still better off using a 4- or 5-length gambit. It's a balance.
I don't disagree that Seize the Moment is fun. Having the ability to repeatedly cast an AoE morale-tap that deals a million damage to every mob in front of you would probably be fun too, but it would also be unhealthy for the design of the class and the balance between classes. I do disagree with the statement that StM is the only thing which breaks up the deterministic warden gameplay. It's only truly deterministic if you're doing a straight damage parse on a morale sponge, or running through the same short sequence repeatdely (say, switching to the next-upcoming RAT to apply Marked/Diminished and your strongest DoTs). There are plenty of situations, even for the current warden, where your rotation is not entirely deterministic, but even in those cases, StM mostly serves to 'reset' your fixed rotation to a certain point, or simply allow you to get through part of it faster (so some of your bleeds benefit from effects like Momentum when they wouldn't be able to without a StM proc).
I'm not sure why you feel this is how the class should be. Just because skills like Combination Strike do meaningless damage right now does not mean that it shouldn't do meaningful damage. It is possible for a skill to have decent immediate damage while still dealing less overall DPS in the long run when compared to a DoT skill. Sometimes you want to run an instance with a large number of mobs that don't survive for very long. Why should a warden be shut out of joining groups running that instance?
Can you tell me why you think wardens should not be versatile? the whole class revolves around three basic skills being used to create sequences which can deal damage, apply bleeds, hit single-targets or multiple, heal you, provide you with defensive bonuses, or steal morale from enemies. That's not versatile? Versatility doesn't necessarily mean you should be able to quickly fill in the role of a main tank when you're traited and itemized for damage (or vice versa) but you can have flexibility within your given role in order to deal with different gameplay circumstances.
Spear-bleed aside, why should fist gambits have both better instant damage and DoT damage? I apologize, but Surety of Death is being knocked down a peg off its pedestal. A single gambit should not have your best initial damage and one of your best DoTs while being AoE. Why use any other gambits? You'll now have some gambit sequences focused on initial damage, others focused on DoT effects. Some sequences single-target, others AoE. That's what I mean by gambits having one (maybe two) effects. We don't want a single (or even a small few) gambits carrying all of your output value. Different gambits should be useful for different purposes and different contexts, and balanced accordingly.
I fundamentally disagree that leveling wardens should be expected to rely almost entirely on two gambits. Why have all the other ones, if two skills are all you need to get by in every circumstance? When the class was released with Mines of Moria, you earned increasingly-long gambits over time, reinforcing the idea that your basic building blocks are expanding in potential and complexity. I think that part of the learning process has been lost over time, and is frankly confusing to players who are new to the class.
Again, you're conflating skills and gambits right now, rather than thinking about what skills and gambits could be. In practice, the new gambit chains are much, much easier to complete than existing gambit chains, so this is really only a soft check on your ability to chain cooldown skills in rapid succession with one another.