Honestly, one of my biggest issues going into Alliance Raids (I was in ARR, but before the requirement) is how unprepared for it I was. I got the idea of "it's like 3 full parties in a big dungeon" part pretty quick. But because almost nothing I did beforehand had real mechanics to speak of, I was confused the few times I was required to do something (standing on the pad, for one). Would I have magically known what to do every time if ARR was "harder"? Well, no. Plenty of new mechanics, and also this is before things like stack markers were made universal, so you still get people with the shadowy AOE markers in Xande's fight running away because why would you think it'd work differently from any other AOE? But I think I would have adapted much quicker if this was something the game had been building up to beforehand.
Also they need to edit and expand Hall of the Novice and make it mandatory please.
And if earlier things were harder, it could lead to sprouts also being ready for a harder Crystal Tower.
(I'm using "harder" here to mean comparatively.)
They'd be slightly longer, and you wouldn't be able to "ignore" mechanics like you can right now, is what I'd want. By "not ignoring" I don't mean that you'd wipe the raid if a few people failed, I mean you couldn't do what people do now, which is most of the raid knowing the mechanics and not doing them anyway because hey why bother? I can't even blame them most of the time.
Oh, yeah, Syrcus is the blue one where there are only two really important mechanics to know as DPS now: when Curtain Call is being cast, hide behind ice, and when Ancient Quaga is being cast, get on the floaty circles.
The no interrupts thing hurts because there's almost always at least 1 tank that does nothing, and sometimes it's incompetence but sometimes it's because they made it so interruptible casts glow but never added anything that teaches you that inside the game.