The only "(Hard)" mode trials are, again, Titan, Ifrit, and Garuda. They are, also, not hard.
Here are the dungeons that got remakes: Copperbell Mines, Haukke Manor, Halatali, Brayflox's Longstop, The Stone Vigil, The Tam-Tara Deepcroft, Sastasha, The Sunken Temple of Qarn, The Wanderer's Palace, and Amdapor Keep; Pharos Sirius, The Lost City of Amdapor, Hullbreaker Isle, and The Great Gubal Library, Sohm Al; The Fractal Continuum, and Saint Mocianne's Arboretum. None were significantly harder than any other dungeon in their tier. Copperbell Mines (Hard) and Haukke Manor (Hard) were arguably much easier than the original dungeon of the same tier, Pharos Sirius; Halitali (Hard) and Brayflox (Hard) were both faster runs than the original dungeon of the same tier, Hullbreaker; Tam-tara Deepcroft (Hard) had only a single boss that was no more intuitive than Snowcloak's bosses and was no harder on the whole; even Amdapor Keep (Hard) was no harder than Keeper of the Lake in its time; Hullbreaker (Hard) was simpler and easier than Sohr Kai; etc., etc.
None of the "(Hard)" content in this game had low clear rates by way of difficulty. At most, it was because all but Titan (Hard), Ifrit (Hard), and Garuda (Hard) weren't required to progress the MSQ.
Moreover, no one here had argued for the re-inclusion of v2 dungeons ("Hard modes" which, again, were no harder than any other dungeon). That's your strawman. The closest, and only be way of misnomer / overlapping terminology, was Garnix here:Even his version is clearly different from simply reusing some of the old dungeon layout. (Which is the only thing that makes something "(Hard)" -- the fact that part of its assets had already been used. It has never, in this game, been a marker of dungeon difficulty.)
