Oh boy...

When we get introduced to the dungeon and Matoya goes on about us having to listen well to the instructions I assumed it would be played out somehow. But it was just to add flair to the story context...
Likewise going back to the entrance all the time to move to the next portal didn't add anything either. I can understand that in alliance raids like LotA, but this is a light party duty, and if we were going back to the entrance every time, might as well just have allowed the party to pick which frog to go with first. It's a small detail that would go a long way (IMO) into not being another anti-choice 1-2-3 typical Shadowbringers dungeon.

And then there's the last boss... On one hand I like that it introduces new mechanics, on the other those mechanics are constantly interrupting the pace of the combat with rather long periods when you can't target the boss. This is an expert roulette dungeon, if they simplified dungeons to make the "chore" more swift to do every day, they should at least be consistent with that mentality when designing the bosses as well.

If anything this dungeon really makes me wish they'd design extra light party dungeons NOT to be part of expert roulette so they can offer a bit more in terms of execution... They're clearly not going back to that otherwise.