A good thread with some excellent feedback!
From the population side, we are definitely always trying to improve the 'fun' of fights going forward. It's a very thin line between challenging and frustrating, but we are always looking for ways to improve y'all's experience. As a couple of people mentioned, Miragul's Planar Shard was a step in this direction, and one we plan to continue with Sentinel's Fate. We would like for many guilds to be able to have the satisfaction of clearing an entire zone while preserving the very difficult fights for players to really test their limits!
You have been heard on the curing side of things. We've begun to move away from it already, but we'll make sure and look at each fight to hopefully ensure that the curing required is part of the fight, or plays an important role but does not devolve into 'spam' curing an excessive number of debuffs.
I spoke with our lead raid designer today and we're going to look into perhaps removing as many 'non-essential' debuffs from the TSO raids as we can. A number of the fights had varying amounts of spells and effects that were not necessarily an integral part of the difficulty or flow of the encounter and we're going to re-evaluate whether or not they need to be there. The goal of this proposed change (for the devil's advocates out there) is to reduce the # of cures required while not affecting the difficulty of the fight in any significant way.
Thanks again for all the feedback, and good luck!
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