First Pull: with the AoE from the Eoraptors and the Gobbie Machine, the little patch of grass before the ramp is a nice spot to hunker down. I usually stay targeted on an Eoraptor and stun his AoE. Probably a pointless detail, but I've found that if I rotate my targets on the Eoraptors, I an stun their cone and ultimately move around a lot less. Also. Don't be afraid to cast hallowed ground there; it can be a pretty intense pull.
Goblins after boss: So easy as a PLD. Grab them up and move into the alleyway. Bulwark + /laugh FTW. You SHOULD stay still for this pull (imo). Bulwark will block a lot of the damage coming in. They can't interrupt ur attacks so after u flash enough hate on them, stoneskin and riot blade them. Also, Foresight + Convalescence works really well here. i have seen a lot of PLDs fail this pull also because they forget to turn Shield Oath back on after switching to Sword Oath for the boss.
Coeurl + 2 Gobs: Simple, just tank them.
Coeurl + 6 Goblins + Gobbie Beak: Pull the Deep jungle coeurl with whatever u like. I shield lob the coeurl, then the first three goblins going up the ramp. Flash the 2 goblin soldiers, shield lob the sniper, and use CoS once the gobbie beak comes into play. Then, if you used Hallowed Ground on the first pull, it should be up again now. Use it. This can be tricky depending on party composition. If you have a melee, the Coeurls circle AoE is going to be a massive PITA. Focus them down. There shouldn't be any other AoE to deal with beside the gobbie beak.
Really the only time where moving around is an issue is the first pull. U will have 4(?) Eoraptors with the cone AoE and the Gobbiemachine attack. If you don't lock onto your targets, running backwards can be the best way out of AoE range. If you cluster all of them up, just run through them. The gobbiemachine attack only does about 600 damage I think so if you eat one or 2 to the face it will be ok.