Tankers are meant to be the most survivable and best at aggro management. This is reflected in their higher base values and inherent power.
Brutes are meant to be very survivable, but trade some survivability for damage.
Unfortunately in a world of IOs, both tankers and brutes can achieve "extremely hard to kill almost all the time" levels of survivability in nearly all content. So Tankers don't beat brutes on survivability. Gauntlet, for all its intentions, doesn't make tankers that much better at maintaining aggro than brutes.
So the devs have options:
1) increase tanker damage
2) increase tanker target caps on aoes and cones + increase areas (remembering that the 16 target cap limit is very hard to change for technical coding reasons most of us don't understand)
3) nerf brute survivability
The devs have avoided option 3 because no one likes a nerf bat (and honestly, it would break brutes; they are meant to be survivable).
1+2 seems to fine to me, 2 being the more important in my opinion. Then it is just a matter of spreadsheets and numbers for balancing purposes. Target cap increase (10 to 16 on pbaoes) + base damage increase (0.8 to 0.95) means that tankers will do almost double damage in AOE heavy situations relative to the damage they deal now: 16/10 * 0.95/0.8 = 190%. If the devs think that is reasonable, then great. If not, then it might be worth changing the damage scale to 0.9 or whatever. This may shift the farming meta-game from brutes to tankers. Oh well; farmers will adjust.
Finally, I'll note that tankers get a "3" on "Support" on the character creation screen, as user parabola was so kind to include above. Though the Cottage Rule, strictly speaking, applies to powers, I think I'd like to invoke it for archetypes as well; tankers were never support via buffs. Giving them higher base values for things like Leadership toggles doesn't make sense to me. That's the wheelhouse of defenders and VEATS.