My personal take and suggestions on Tanking as Jugg so far...
1) Lots of Keys = Lots of Options
TL;DR Lots of different abilities means lots of flexibility for different situations.
One of the things I do like about the juggernaut is that I have a lot of options to use in combat for different things. I've seen a lot of conflicting opinions and have quite a few conflicting feelings about the number of combat priorities that need to be taken into consideration during each GCD. However, no matter how you look at it, it does give you a lot different responses for a lot of different situations. Some more optimal than others, but it also allows us to get some great flexibility for odd situations. Elite Jedi that hits WAAAAY to hard? Do you want to use you CDs until he dies? Maybe you want to stun lock him for a good 10 seconds? Perhaps you just want to do as much damage as is possible for a tank to kill him before he kills you? In any case, you have a lot of options.
2) Taunt != Equal Threat
TL;DR Taunt should instant make your threat equal to the person the mob was attacking
This is one thing that bothers me a quite a bit. What this means that if a healer get 100 (and growing by the second...) threat on a mob and you only have 50, a taunt will bring it back...for a little while. Once that mob is done being insulted by you, he'll run right back to the healer. Unless of course to put some time and effort into the mob's threat, which means you're not focused on the main burn target. At this point, DPS do lots of damage (and threat, or maybe I'm just getting powerhouse DPS) and they'll rip aggro from you if you're not paying attention. IMO Taunt should equalize threat.
3) AoE and CC
TL;DR Put our survivability options into something that doesn't break CC rather than AoE
One of the issues with our class is that Smash is an integral part of our rotation (and survivability). However, CC is integral to the group's survival. So, what happens when the group you pull has 3 ranged and 2 melee? You can CC two of them, but then what happens? You can't smash because that will break some of the CC. So instead you waste survivability and try to start smacking each mob individually in the face with a single target ability. Sometimes you can LOS, but most of the times, that's just not practical. I feel that perhaps putting our Accuracy loss into Chilling Scream so it doesn't break CC and keeps survivability intact, plus it gives us an excuse to have that up at all times. Even if a new mob comes out of CC, you don't have to worry about Smash being on CD, you just pop Chilling Scream again. A force pull would allow you to pull that pesky ranged attacker that you can't hit with AoE without risking CC breaks.
4) Animations
TL;DR Make animations shorter and / or do not combat affected by it
Don't get me wrong, the animations in this game are ******. However, sometimes they overlap and it appears (at least to me) that some abilities are not executed until the animation is done. A great example is retaliation. Sometimes I pop that ability...and nothing happens. My jugg pulls back his lightsaber and kind of twirls it around, but never actually goes through the the animation, the ability doesn't go on CD, and most depressingly, no damage. Meanwhile, my attention is back on my other abilities since the GCD is about to end and I need to figure out which ability I should be popping. Usually using a different ability and then switching back to retaliation seems to break it out of its loop, but it really needs to get fixed. Popping an ability should not be animation dependent. Also on this note, a minor issue is that some abilities seem to take little longer than the GCD so your character is still finishing the previous animation, even though you've already pressed another ability and it starts to deceive you about what your character is really doing (I've stopped looking at my character completely and started staring at my clunky actions bars).
5) Aggro Plates
TL;DR Give us a way to see who is/is NOT aggro'd on you.
While it's great to say "Look at whomever the lightsaber is hitting!!11!" (Ok fine, we all know that trolls don't have that good of grammar/vocab, but whatever) it's quite another when you have 5 mobs to keep track of and one of them is hitting that guy who's so close to you it looks like he's still shooting you. What about random attacks? Is it random? or are you just constantly trading threat with someone? There should be some indicator (other than attacks) that a mob is 100% dedicated to smashing your face in.
Anyways just my two cents on the issues.