First let me say this video was much easier to follow as opposed to the first video.
Before anything, the juxtaposition between the classes and Mob AI are severely lacking for showcases, I do not think most people will be able to accurately determine the difficulty of the games combat until Mob AI is improved upon.
I like direction of Tank, it seems Intrepid is pulling for a class with skill depth and a skill ceiling, watching Stevens mistakes I realize there were some points when he died when Grit should have been activated. With that said, its easy upon further analysis to look past that and see the what the Tank is capable of.
I think we have a good basis for a skillset, the tool-tips took a bit of studying. So that would be the first thing to change for additional clarity, people will read tool-tips at a cursory glance; especially if they're a newer player.
Are these tool-tips vague on purpose? I don't think that would be good for a new player.
The skill placement seemed arranged in a way that was not respective of the class synergies and combinations. Below will be arranged in a way that makes a bit more sense.
Skills:
Grapple: Needs that animation, but mechanically its a sound ability. And it combos pretty well into

Tremoring Bellow: Also looks good visually, but the shout sound-byte needs improved. Which then the final piece of the chain can be followed up with

Inciting Strikes: Its a standard ability and finishes an aggro chain fairly well. It's not over the top visually and gets the job done.

Shield Assault: Flavor text violation Intrepid, it works with all weapons and is a shoulder tackle when used with a greatsword, respect immersion. This ability looks good, nice and simple. And combos well with the group when applicable.

Grit: I saw many missed opportunities to really let this ability to shine. Particularly that part around 14:00 to 14:5* where the Tank got turned into ashes. But on paper I like it. Just smooth out the granular particles, they take away from the flaming spirit aura vibe it's giving off.
But this damn tooltip is confusing. Is it 150% damage reduction after a full stack of courage is spent? Or is it a base 15% upon toggle with an additional 15% as courage is spent? It's a unique take on builder spender but tooltips needs clarity.
Which leads me to Courage, I like it as an archetype specific resource. Since courage regens in combat and increases on hit (if you watch the video), a charging bullet bar will be most appropriate for the art format so it's easy to gauge in cursory glances instead of that tiny box.

Aegis: I actually like this ability, it'll have interesting applications in the future. Though maybe we need a split screen side by side for someone behind it so we see how it really works and reduces damage. Uh and maybe put a ghostly small non obnoxious aegis in front like you did for the Phoenix imprint in the grass. Subtle, but it looked cool.
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I think the animations need a bit of smoothing, the hammer is not quite the same in the same sense that Fighters animations are and still needs some polishing.
I like many also do not get why hammer lunges 2-3 meters.
And just a little more biome proper particulates for impact.
Alpha tank review.
Salute,
Sol