This part echoes a sentiment I've seen floating around: the need for an intermediate tier or something that's not tuned to the harsh levels of Savage. This said, you haven't really touched on things to actually resolve the issue. Based on what I've been seeing floating around, the issues are the difficulty settings (which a developer may shoot down for one of several reasons) and raid design (why aren't you guys discussing this more?).
What I'd want to see the devs do is implement story mode raids (what we have right now with Alex 1-4), then a hard mode with more difficult mechanics. The savage stuff (AKA the versions of these fights tuned for world 1st FCs) would be triggerable mid-fight. An example would be A1 Hard Mode (maybe A1 mechanics plus only the 4 nukes instead of the 2 and the tank-busters?) having a gobbie in a
Dr. Robotnik-style hover machine that sticks around for about 4 minutes into the fight then leaves. If the raid manages to damage both Oppressor and .5 down to a certain HP percentage within those 4 minutes, Savage Mode is triggered, causing the gobbie to repair both to full and then introduce the really difficult mechanics with high DPS requirements. So an average raiding group would still be able to clear it and gear up while also eventually becoming strong enough to trigger Savage Mode.
Better raid pacing and raid sizes (really, we need raids with more than just 4 bosses in one tier) would also help. Someone on reddit brought up the point that bigger raids allow for hard brick wall-type bosses as well as easier bosses that act as a sort of cool-off before going to another hard boss. In fact, the poor raid pacing seen in Alexander most likely has a hand in people getting burned out.