If it was up to me i'd use this dungeon as a perfect excuse to introduce the sand blasts seen earlier before the Myrmidon Princess there as well, but they'd harm you or the mobs indistinctly. Some could even be quicksand that would engulf mobs caught in it and delete them out of the map. I think that would be fun, you'd just lead them to those traps as you run through. I'd like seeing some novel and fun unique environmental compromises like this.
One of the biggest crippling issue they introduced with ShB by completely demolishing the battle system, is essentially turning trash into that uninteresting mob bashing. Trash used to actually be more interesting, at least to me, because tanks had to properly gather them, manage aggro, and not have any in their backs (else beware of autocrits). Even healers had to manage resources and MP for healing, and DPS as a result would also help because killing faster would mean resource preservation (both MP and TP for everyone). And that was just one side of it.
I've always liked AoE-ing trash down. Comparatively, I find bosses totally purposeless in a lot of dungeons, although back in ARR they at least don't suffer from the dreaded DDR disease that has afflicted everything since then.
The reason they condensed all xp behind checkpoints and bosses in dungeons is to avoid player friction with some willing to clear the whole dungeon for xp while some would just want to rush through it (notably rouletters). But in my opinion it's just SE creating imaginary problems more than anything in their heads. I've played through HW, SB, and people were always perfectly fine when someone asked if we could clear side rooms and whatnot. I've never seen a sprout tank being harassed for taking the "wrong route" and pulling what was optional to pull.