I am not the most experienced in playing warrior but nevertheless these are my thoughts on how warrior could be changed considering the perspective of fun as well as everything else.
The problem with the warrior class seems to be the scaling: bad gear means bad damage and great gear means great damage. It feels good only when you have good enough gear. In the end it doesn’t feel like it’s working. This feels to me is the scaling that should be more linear.
If the rage generation moves away from damage done (imo damage recieved is ok) where do you get rage and how would it be fun?
I think the best most fun idea that could fix this is making Charge an ability to generate 50 rage. I’ve always felt that after Charing there’s not much to do because there is no rage and I just have to wait. For this to work properly Charge also would need to be on shorter cooldown and be able to cast on any stance and in combat. Warbringer rune could then improve charge and Intercept to give warrior 5 rage/second for 5 seconds. On top of this Bloodrage would be an ability that lasts for 10 seconds and is extended by Charging.
This would give warriors a sure way to make more rage on top of some rage made with damage done and taken with an ability that feels good to use. In pvp this would make warrior Charging/intercepting the primary way to generate rage for initial damage/cc and take control of the front line. In pve Charge would be used on cooldown to generate more rage.
Intervene could also be used on enemies but in shorter distances. If used on allies it would have double of the distance Charge has. When used on enemy it gives 10 rage and halves the next damage ability casted and if used on ally it would half the damage taken for both of you.
This would change the gameplay of warrior somewhat but it also would make warrior better at earlier gear levels and when there is a need to reposition and protect the group members.