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I recently noticed that behavior you are talking about. Usually for my runs I use Leopard as tank, but tried Seelah on horse. Was very bad, I had to micro a lot to get attention from mobs. On Leopard they all just pile up, very comfortable.
If you mount with your main character this effectively removes your main from the enemies' aggro list (at top) and replaces it with a horse (at bottom).
the pattern I see is during normal encounters the one who has the aggro in priority is... party member in melee range > whoever started the encounter.... so if you charge in your tank to the enemies the tank will get most the aggro... one method I use is have my party step back and just use my charge ability manually for Seelah to jump on top the mobs.... or if ima pull with a ranged character set up a death trap with a bunch of melee with combat reflexes to get in free hits as they go down the death tunnel....
but for ambush fights and fights that start after a cut scene its different... your main character gets priority in those cases.... for instance in market square necromancer fight I can put my main like 3 screens away from fight and start it with other characters... and enemies will STILL go after my character thats like 300 feet away...
There is no real agro control or taunt built in Pathfinder warrior classes.
Enemies will most of the time target what they can reach starting with the weakest or most threatening I guess.
There is a good thing about this thought, I often equip my warriors with reach weapons, two handers and combat reflexes.
It is amazing how many attack of opportunity I get while enemies are trying to reach my backline :)
Tanks hold aggro by dealing damage, so if your tank can't land hits, it can't hold aggro. If you focus on 1 enemy while being surrounded, good chance you will lose aggro on the others. This is why having a paladin as a tank is so good, because of smite lowering ac, gives them a chance who is focusing on defensive feats still land hits.
Don't forget mythic feat ever ready, just adds to the AoO insanity, double rapiers also is a fav of mine for pet riders. All that extra crit range for more AoO.
When I first started playing, I always opened with my caster so fights often were messy. Until I had my ultimate trio, of seelah on horse out front, flanked by 2 wolf riders. This turned the enemies rushing my casters a boon instead of a problem, all those free AoO and trip pets meant basically nothing got to my backline and the AoOs made fights end faster then trying to hit them normally.
Aggro management does not exist in games like BG3 or DOS2. No tanks there.
In Wotr you have dedicated tanks, which will keep enemies busy just fine. Rider on mount ignored by mobs - that is not normal behavior. Even then, if you charge in with rider on mount, quite a few mobs will focus mount - so aggro mechanic works even there.
But there is a clear difference in AI aggro between having a dedicated tank charging in, and keeping aggro of all mobs on him - and a rider on mount charging in. It's easy to test in tutorial area with mongrels. You will see then, that charging in with Leopard keeps all mongrels' aggro on him, even tho he is absolutely un-hittable compared to Horse with rider.
I never used riding tanks, so I was surprised like topic starter, that riding tank can't keep aggro. Maybe it's an intended mechanic, to make riders less overpowered.
Once your "tank" is engaged then enemies are unlikely to break and go for another target.
But the other enemies will certainly ignore your tank if they have in sight a more juicy target with low AC and HP.
That is why it is best for your tanks to have many attacks of opportunities so they can hit as many enemies that would pass by them.
Anyway, it is my opinion, do what you want with it.
At the same time, if you charge in with Leopard (for example) - all enemies will attack only Leopard.
There is no aggro system in the game, there is no point on basing an entire strategy on a big if and praying a mob just will stay where you want it to stay. You haver the tool to be sure they don't move, use use them.
Googling around there are people that say this was introduced in 1.4:
https://i.imgur.com/2v5imDv.jpg
So it seems that it hasnt always been the same behaviour. Either way all I ended up doing is retraining and picking divine weapon over the mount and all problems are solved, not using a mount now and I have no issues with mobs skipping over my tank anymore.