I've been thinking about a pocket tank. For low-attention tanking, we want toggle auras with damage/taunt and PBAoE click abilities on a shortish cooldown to leave on autofire. The reliance on AoEs and the need for better passive taunting probably means tanker rather than brute. It'd be good to have options for setting either a self-heal or a stronger PBAoE damage to autofire, depending on whether the main toon currently being escorted has support abilities or not.
Primaries that caught my eye:
Bio Armor. Genetic Contamination: damage aura toggle with -DMG debuff. DNA Siphon: PBAoE damage, taunt, self-heal, & endurance recovery to leave on autofire. Adaptation also lets you shift between better defense/resist, better regen, or better -resist debuffs, which could be nice depending on your much support your main toon can give it. Note that Bio Armor doesn't get its PBAoE damage & self-heal until 18 and its toggle damage aura until 28, which means it can't exemplar to level toons very well.
Dark Armor. Dark Shroud: damage aura toggle at level 1. Dark Regeneration: PBAoE damage & self heal for autofire. Cloak of Fear: fear & -acc aura toggle. Cloak of Darkness: If your main toon can stealth, then this gives your pocket tank a better stealth option than celerity without needing to pick up Concealment.
Electric Armor. Lightning Field: Damage aura toggle at level 1. Also brings built-in protections against endurance drain and -recharge, which seems particularly deadly to a multibox tank you're not paying attention to. The self heal is unfortunately on a long timer, which might be a problem if you're using the pocket tank to escort a squishy DPS instead of a support toon.
Radiation Armor. Beta Decay - Taunt aura toggle, with -To Hit & -Def debuffs instead of damage. Radiation Therapy - PBAoE damage, -regen debuff, self heal, & endurance recovery. Ground Zero: If you don't mind an extra button to push once in awhile, this PBAoE damage, -DEF debuff, and a team heal on a 90s cooldown.
Edit: Somehow overlooked Fire Armor. It also has a level 1 damage aura (Blazing Aura), though its self-heal (Healing Flames) and its PBAoE damage (Consume) are on separate abilities, so you can only leave one on autofire. Also comes with Burn to leave a patch of damage on the ground, if you're willing to press an extra button during longer fights.
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For secondaries, anything with a PBAoE attack on a shortish cooldown will do. These secondaries, though, caught my eye for also having something extra:
Fire Melee. Two PBAoE damage powers, if you don't mind pressing an extra button - you get Combustion (dot) early, and fire sword circle later.
Radiation Melee. Irradiated Ground: a toggle that leaves patches of damaging ground.
Spines. Quills: Damage aura toggle.
Pick whichever primary & secondary strike your fancy, throw in some toggles from Fighting & Leadership, then call it a day. I'm going to go make a pocket tanker now to see how this works out.