I was in a full blind run - we had a couple deaths but no wipes in any of the bosses, so this was somewhat on the scale of Euphrosyne's difficulty, just with newer mechanics. The new encounter design is definitely a plus, and the bosses start hitting a smidge harder and frequently than usual (which is great to see) -- but damage is still really light otherwise, especially if we're getting gear upgrades. Most of the people I was running kind of expected to wipe at least once to the new mechanics, but none of that really happened.
Thematically, I enjoyed the aesthetic and the story. Mechanically, it's still lacking but I think it's better than the previous alliance raids as far as damage frequency goes. Tank responsibility felt diminished and mechanics seem fairly simple, so if they just had 2 different mechanics at the same time while maintaining the frequency of the mechanics, and maybe 2 additional threatening mobs for non-main tanks, with those changes I think this alliance raid would be pretty good at the current ILVL.
My thoughts on damage on certain Mechanics in particular while playing as a healer in a fully blind run:
The many Divine sprites exploding and doing global raidwide damage after being defeated is pretty good, gives me a bit more reminiscent feelings to ivalice's exploding mobs, but scaled appropriately for Lv 90.
There were a couple of DoT bleeds that did hit what I consider a good enough damage for a DoT bleed if you also take into account of its long duration at the current ILVL. Stepping outside of Llymlaen's stage will apply a uncleansable Drowsy DoT debuff that lasts for 21 seconds -- and while the DoT damage didn't hurt too much on its own on a healer/dps, it did a pretty significant amount over a long period of time, making it a good way to keep healers healing a bit more often but without too much pressure.
Torrential Tridents did too low damage landing down. The staggered intervals of damage is fine, but it barely needed any healing for the long wind-up time before the next run-around-and-dodge-aoe mechanic. Bumping up the damage per spear would be fine considering it already barely tickles at the current ilvl without mitigation and my cohealer just needed 1 rapture to bring everyone back to full hp after all the spears landed.
When Oschon was using Lofty Peaks, me and my co-healer sort of expected something more akin to P10N's Harrowing Hell's amount of damage, so both Panhaima and Liturgy of the Bell was used. What we got instead felt much weaker and more of a joke. Even the finishing attack Peak Peril couldn't break through the Panhaima shields (had over 3 stacks remaining) and liturgy was 100% wasted. Quite disappointing.
The Final Boss using Eudaimon Eorzea, just the channel before the cast finishes doing damage makes it much better in terms of damage frequency and heal check.