Just for some reference, I was boxing Gegen in CoD other day for some ringer raiding.
I mostly only used /s 2, but when I had agro I used /s 3. No predator and no cunning, but otherwise raid buffed. Using the weapons and gear he currently has equipped.
My exp and some numbers for you guys to chat over:
-In /s 2 he gets his ass handed to him if he gets agro. A bit harder than before because prior to the combo removal he could do some heavy self healing in /s 2. With the type of raid we did, this wasn't the end of the world. I wasn't the only one in the raid that noticed this though.
-In /s 3 he tanks decently well for ringer content. It seems fairly similar to what he was doing before the changes. No clue how he would do on tier

-Using /s 2 and flying kick is a fuck ton of agro. I'm not use to FDing/holt/etc. when Jauth tanks, and I've boxed several characters that put out substantially more DPS without taking agro. He was seriously generating a lot of agro. Again, I wasn't the only one that noticed. (I realize some of the named mobs cast DA... I'm not talking about those instances....)
-He was floating around 500 DPS on trash/named from behind, more like 400s from the front (but in /s 2 he gets eaten by ripostes from the front.) xaltec and madelin were more in the range of 900-1050 and 750-100 respectively. (They very much out gear and out tome Gegen, but everyone was boxing dudes so really precise numbers are going to be tough...)
I don't have any parses from before to draw any conclusions, but overall it seemed not a bad. I think Gegen would have ended up with substantially less DPS due to needing to FD more often if a ringer SK wasn't the tank. Honestly, I'm not sure if he would have been able to pull agro using the attack combo considering how much agro jauth was putting out.
I'd like more time to play with the endurance portion of the changes and the other /s, but it feels like I would have lost quite a bit of DPS trying to save up stamina by not using flying kick, so that I could burn later. It is nice to not be able to go to zero stamina because on the rare times you need to jump, you still can. (I don't think any single mob lived much longer than 30 seconds to check out the DPS boost.)
Over all it wasn't a bad experience and felt very similar to playing the monk prior to the combo system. Mash flying kick every pop. I'll try to play him some more to get a better handle on how the changes feel.