Well, there's a difference between total randomness and constrained randomness. In phase one of T9, Nael follows that pattern that even I, relatively new to Turn 9, can pretty much do in my sleep, now. Meteor, Beak, Chariot, Therm, Meteor, Dynamo, etc, etc.
The thing is, though, most of these attacks have obvious and lengthy indicators. There's no reason they can't be reactive instead of predictive. There are limits on how random you want it to be, of course - for instance, Meteors should continue to be spaced out pretty much as they are, so as not to wind up in the situation where the number of meteors you have to deal with is a matter of luck, and Ravensbeak should probably be spaced out as well since too many in close succession could be a problem, but everything else? Dives? Thermionic Beam? All but Dynamo have plenty of forewarning (and even Dynamo can be avoided just by making sure you don't stay in particular areas longer than absolutely necessary). You could easily deal with them by reaction, rather than by prediction. It might make the fight more interesting, and I don't think it'd make the fight unreasonably difficult.
This kind of partial randomness may be less feasible in later phases; particularly in phase four when there's so much crap going on all at once. But I think it illustrates the point: When someone asks for a bit of randomness in the fight, something you can't predict but must instead react to, they are NOT necessarily suggesting that the boss should be free to throw anything they want at you at any time.
Shiva Ex is a good idea of a step in this direction. Is she gunna sword? Or is she gunna staff? Players need to wait, be ready, and react accordingly. In sword form, she continues to randomly choose abilities and the tank must react accordingly. This is a very simple kind of randomness, to be sure, but it is still random.
I can understand the OP's frustration, even if I'm personally okay with things as they stand. In making fights almost entirely predictive in this manner, the only ways to increase difficulty are to do things like decrease the allowed reaction time, increase the complexity of things you need to keep track of, and increase the punishment for failing to dance properly. Turn 9 is practically a textbook demonstration of this, having all three of these. Once you have the pattern memorized, though, the fight has nothing left to offer you. For some folks, this kind of thing may be fun. For others, the fun comes in doing a difficult fight that's never the same twice.