Black Whirlwind was way more rogue than he was warrior, honestly. Right down from his mentality to his criminal background and dirty fighting.
TS: People don't like the idea of the warrior and rogue having shared skill trees, is the issue. The two classes should play significantly differently, but in DA:O an Archer rogue and Archer warrior played exactly the same, as did the Dual rogue and Dual warrior. The only differences came from the Specializations and the Rogue/Warrior skill trees, and those didn't have as much effect when you spent most of your time investing ability points into the Weapon trees. It made rogue and warrior play throughs so samey that I (personally) didn't see significant enough difference between the two. If you really liked micromanaging melee rogues, you could sometimes get a back stab bonus outta them, but Archer Rogues never got a back stab bonus, and worse yet archer rogues could only gain a significant benefit out of two of the Rogue specs.
DA2 for all it's flaws had a far better developed class system and combat system, and one of the results of that was making archery and dual-wielding strictly Rogue skill trees. A rogue played significantly differently from a warrior, and had a clear place in the party aside from "The guy who unlocks chests and disables traps." Archer rogues could take the place of a damage or control mage, and melee rogues could take the place of a melee scrapper and damage output character. To put in terms of the D&D 4e class system, Archer Rogues could be Strikers or Controllers, and Melee Rogues could be effective strikers.
Warriors focused on dealing damage on a spread, hitting multiple targets, or on tanking, having high defense and drawing lots of aggression from enemies, letting the rogues come in and pick them off one by one with powerful single-target attacks.
In DA:O, no such differentiation applied for the Rogue, since a Fighter could do that just as effectively. In fact, the dual-wielding warrior was so ridiculously powerful that they could level entire swarms of enemies with only a few attacks, especially with Bravery which increased their attack score based on the number of foes currently engaging them in melee. Even better, the dual wielding fighter doesn't need to worry about having a high cunning, and can focus purely on strength and dexterity, giving them quicker access to the higher echelons of the dual wielding tree. The rogue, on the other hand, had to invest in Cunning in order to get access to the essential lockpicking skills needed to disable traps and open certain chests and doors for a complete run. Thus, their ability to deal damage and unlock the higher echelons of the dual-wielding tree is hampered compared to the warrior, making rogues less and less different from warriors in any good way.
However, having a warrior and a rogue occupy these different tactical spaces like they do in DA:2 allows them to feel distinct and to feel useful in their own way, rather than simply being essentially slightly different flavours of the same class. The rogue is the lightly armored sneak who focuses on one enemy in close combat, or who manages battlefield control from a distance. The warrior is the close combatant who lays waste to groups of foes or blockades their allies from attack.
I'm not opposed to a DW warrior, but if they're going to include it, I'd want my rogue to have an additional weapon tree to pick from as well (maybe thrown weapons?) and I'd want the Warrior's DW tree to be distinct from the Rogues, perhaps focusing on muti-target attacks like the two handed tree.