I play a Templar Tank (melee). Yes I do. And I have experimented a lot with my character, so all below are due to that experience.
a) Bash Nerf.
It could have being avoided, if the developers had removed the Bash cost reduction and bash damage bonus glyphs.
On it's own Deadly bash wasn't spammable, nor doing a lot of damage. But packing 3 gold glyphs was.
b) Ultimate spam. (due to be assessed shortly).
Spell cost reduction glyphs should work only for spells not Ultimates.
In addition to a fix of how Ultimate is gained by some combination of skill lines. (eg DK Vampire).
Also maybe Ultimates are gained up with the damage-attacks done from spells-skills OF THE SAME LINE the Ultimate belong. with some fixes.
eg.
Nova gets ultimate points by using Dawn Wrath abilities.
Dawnbreaker by using Fighter guild abilities, or fighting undead etc.
etc.
c) Cloth armour tanking.
Remove all armour bonus glyphs. That way cloth armour = cloth armour. And Heavy armour = Heavy armour.
With that simple stroke, melee as viable damage output, even if there is still lacking due to Magicka based attacks.
And there is still the need of proper heavily armoured tanks taunting. (either with pucture or inner fire).
Again due to the soft-hard caps, a 5LA 2 HA will still be a good choice, if someone wants to play as such. (but going to die faster in melee than someone with 7 HA).
d) Templars.
Templars do have access to all tools they need. However they are too spead out in different skills lines.
NB, SC and especially DK have some skills that do more than one thing in a single stroke.
Maybe Templars should have a 7-8 slot qbar instead of 5. It will make a difference without the need of buffs or nerfs on any class. (other than some mandatory for balancing).