Definitely agree with this. If I had to guess, I would suspect this has something to do with people always complaining about running things over and over again, so it was made faster. But I would like to at least see all the mechanics while it's relatively new - in particular Azeyma loses pretty much all of her potential difficulty by not reaching the more complicated wind patterns.
I think this is fine, because I don't hold much value in things being difficult to react in time contributing to difficulty. FFXIV isn't an action game, and there's a massive amount of latency for a lot of people that make this unevenly difficult. Basically, if things are too easy to dodge in time, rather than reducing the time available to perform the dodge, I'd take a complexity increase in figuring out where is safe.
I do think this is an interesting point though, because I think the perception of them being slow and one at a time is related to your first point about the bosses dying too quickly. In a lot of cases we're only seeing the "demonstration" version of patterns, and then the boss is dead before they get to do the overlapping versions. Rhalgr's punch, to continue the example, eventually requires you to examine most of the fingers, check which side is safe from a fist portal, and check the fingers a second time for the little orbs. It's not too slow for those overlapping mechanisms, but I only even saw them all at once the first day.
I don't see this at all. I still see most non-tanks taking huge damage from everything that's avoidable, and this has been consistent since 6.0 and the stat "squish" changes. I wonder if you're just seeing more healers up than usual to undo it or something.
I'm mixed on this one, probably because I think it can be broken down further into different categories of things that this raid is lacking compared to previous ones.
On one hand, you have the fights people historically failed the most in the duty finder - Scylla, Ozma, Cid, etc. The main reason these seemed so much more difficult is that they had patterns that called out a certain number of players and told them "do this or everyone dies." In that moment, those randomly selected players weren't 1/24 of the contribution easily made up by more experienced or skilled players, they were 1/6 or more and if they didn't know what to do they could cause a wipe. I don't really care for these because I feel they undermine the purpose alliance raids serve in the available content in FFXIV. If you want something where everyone has to pull their weight and know what to do and it's immediately obvious when one person gets everyone else killed, there's Extreme and Savage with only eight people. Alliance raids have their own niche where individual contribution is not as important, and I'm glad to not see any of these types of things so far on this set.
But on the other, you have the situations you've described where the entire alliance just isn't needed to continue, and I feel that also undermines the difference in having content for 24 people. Both in cases where there just aren't enough damage splits or mechanics that target a minimum number of players, and where there really aren't any that force the individual full parties to do something separately. I definitely miss the things older alliance raids used to do where they'd force each party to fight their own target, or split them up into separate areas, especially if they had different tasks to perform in each. Nald'thal is the only one who does anything like it and it just completely pales in comparison to prior forms this has taken. I don't even think this has much to do with difficulty or challenge so much as just "fun that can be had with alliance raids and not really anywhere else" because of the three-party makeup.
Definitely disagree with the other replies about further hindering gear though. FFXIV is barely an RPG as it is, and we don't need our stats even further homogenized than they already are in most things across the board. Buffing the content itself is much more preferable.