The development team actually provided feedback on this.

As this was their first proper raid-scenario in creating a slightly complex fight that required a 'learn-to-win' scenario, they said they appreciated the feedback and general response we provided, giving them the time to consider what worked and what didn't and what to do for future content like this.

Even for a company as big as Square Enix there's a learning curve for creating content like this, where trail and error are common-place.

"Oh this mechanic was great fun, why not try this with A B and C next time?"
"How about we use this role to do this, while that role does that next time, the players enjoyed this"


This is their first one, we really don't know if the next 'Twintania' will be easier or harder, it's all relative to how quick you can learn it and overcome it,

ALL content becomes easy once you learn it, our FC's winning group can now one-shot Turn 5. Why?
Because once you learn how to actually /beat/ content, it's super easy to repeat the process, especially if the mechanics aren't randomised.