Omega,

I'm not sure that the majority of posters on this forum are welcoming of anything that disrupts their existing mastery of team jump rope in Coil and faceroll easy speed running in everything else. Just mentioning organized memorization - aka team jump role, aka team dancing, aka boring and requiring memorization skills more than anything else is usually enough to earn outrage from that very noisy minority of players. Personally I would prefer fights that used your skills in terms of mastering your class and being able to formulate strategy both before a fight and during in response to the intelligent actions of the Boss you are fighting.

Simple RNG driven Boss fights are annoying, because the level of difficulty depends almost entirely on RNG. Scripted fights become the organized memorization team dance challenge we have. But, fights with a Boss that has some decent AI and a skill palette similar in scope to players is far, more engaging and challenging. Difficulty can be varied simply by extending status effects, increasing their potency or increasing the damage done and/or Boss HP/MP. The actual decisions the Boss would make would be AI based, and not predetermined by script, so regardless of the difficulty level the fight would still be engaging, but the fight would scale better to player & gear levels.

It would still be practical to script particular phases by changing the strategy used by the AI for each phase such as; using status attacks, or the Boss becomes enraged and gains certain bonus status effects for a time, use of a one time ability (let's call it limit break) to drastically boost it's defense, or attack, or make an ultra wide range AoE with major damage. Those things can be scripted in to the different phases along different target priorities, or even whether it's playing defensively or offensively. There are many ways to adjust the strategy, and with multiple Bosses on the stage at once, players would be challenged doubly to handle them both, especially if their skills differ, but they can cooperate dynamically.

This is much more difficult to code than a simple script or RNG, but so much more rewarding for the players. Once that kind of system is in place though, the difficulty can be scaled by several means, nerfing stats, nerfing defense/attack/status potency or even dumbing down the AI for an easy mode. Conversely allowing the full AI, boosting stats and defense/attack/status potency or even opening up an additional 'ultimate' attack could increase the difficulty. you can vary the difficulty dynamically based on player gear and level too, so an ilvl 130 party would have a harder time than a party with an average ilvl of 90.

Frankly I don't understand why they have relied so heavily on organized memorization, except that it is better than simple RNG driven battles and far easier to code and balance than an AI based fight. Still, once the AI is in place, it can be built upon and tweaked for each individual boss. Personally I think this would be a very worthwhile exercise for them, and it would prevent content from becoming what some would term faceroll easy when players memorize and moderately overgear the fight.