Note: I followed the link back to the 'base' warrior and I noticed she only had 131 Hit rating which is significantly short of cap. Although cap isn't absolutely critical and threat shouldn't be an issue....I like to see mine higher. Of course, rocking one of the 40 stam/40 hit food buffs will get it alot closer. The Paladin model's hit is even lower and correct me if I'm wrong, but +hit is especially critical for pallys, no? Spells and melee attacks.
With 1 or 2 exceptions, I am virtually in the same gear as the model and my hp tops out at 32.0k unbuffed. I could trade some hit for hp but not with PTR not yet up. Our MT is geared the same. Not many others we know are close to us across any class. I take this to mean what we are talking about is extreme min/maxing.
Where does avoidance figure in to the equation? I am of the general opinion that for progression, the "go on and hit me, you SOB" style of tanking is best and that's in lone with the model warrior/pally tank's gear.
I also noticed the model pally has 12% block. That doesn't sound so good but I don't play a tankadin.
As far as solutions to the health pool differential...that's tough. On the surface, you can think of loads of different points to shove some in. An extra % to 'Vitality'. Add some base health, give warriors a wicked, bad ass ranged weapon (Armor Plated Combat Bazooka) but its a tough balancing act for game designers. Buff it here, watch it go goofy down the line.
Its hard to say. So far, I stack up well statistically with our pally tank but its a small sample size.
your hat may be nice, but I have the little white tank top that says Legendary right across my boobs. I win. (or more correctly, H wins)