I see a lot of people saying that the old dungeons don't hold up, but I feel the need to point out that some of them really do. Hullbreaker Isle is in my top 5 dungeons in the entire game.

The bear traps in the first area that the tank needs to spot and avoid while pulling mobs are a unique, fun twist. Trusts can't navigate around those.
Knocking fruit off the trees to distract the first boss and halt its raidwide spam, while not doing so too fast to avoid stacking the damage boost it gives to the boss, is novel and tests more than just your ability to dodge aoes. Trusts can't do that one either.
Jumping between platforms on the last boss, chasing the tentacles as they spawn, baiting tornadoes away from where the party is fighting, getting tossed around to throw chaos into the mix; all awesome touches. Forget it, Trusts couldn't even handle Hraesvelgr's arena.

Yes, it's jank. I fully admit that the last boss can be a frustrating affair with how slow jumping between platforms is and how randomly the tentacles move around. But these are all examples of concepts that could be explored further, iterated on, and cleaned up with modern QoL touches in future content. But they never will be, because apparently the plan is to make everything trust-compatible, which limits the creative toolkit to another 100 variations of dodge, stack, spread.