At what point did I or the OP ask for nerfs and everything to be made easier? This discussion started out as one criticizing the way every raid boss follows the same principles, one that requires someone to memorize the boss HP %'s that trigger set skills, it was also criticizing the lack of options (options like taking 3 healers into a raid, or using Titan-Egi to tank). I have done all of the raid content in game, and I find it all too easy. The only thing I've found hard, is the fact I am forced to change my camera angle just for dive bombs, and this is more of an annoyance than it is a difficulty. The fact that I as a scholar can go into T13 and spend 60% of the fight in cleric stance and never drop below 40% of my mana and do not require a bard to play Mage's Ballad for me when I'm in ilvl 118 gear, tells me it's too easy. I have nothing against scripted boss fights, it's the fact that there is little to no leeway in when these mechanics are performed makes it a test of memory more than a test of how good I am at playing whack-a-mole with people's HP bars, especially when most of the time the damage players take will either kill them outright or leave them with enough HP that they wont need a heal for at least another 20-30 seconds so I don't have to rush to heal them.
The second point I think you've missed is that you're assuming people don't do Coil because they do not want to. There are a lot of people that want to do it, but they don't know enough people, they aren't in the "IT" crowd or they can't find enough people that're good at memorizing AND competent with their job. This game was originally set up in a way where you get 8 people together and do the content then you can't help out others. Recently they made changes so that the lockouts in FCOB were removed so you could help other people, but look how long that took to implement. I've seen many FC's with 100+ players, the one thing they all have in common is that they are all a collection of static raid groups, until content is put in the DF or they changed the lockout/loot chest quantity, players from group 1 didn't raid with players from group 2, so you effectively have no benefit being in an FC that size. If you look at WOW for example, they used to have 40 & 20 person raids, then somewhere along the lines they made a good decision, they allowed content to be raided as a 10 person group or 20 (maybe it was 25, it's been a few years now since I played). What's good about this is that you have content that scales based on how many players you have, the boss HP was adjusted based on the group size, the amount of people hit by some mechanics was increased too. The 10 player versions were harder because each person dying would be felt that much more than in the 20(25?) player version, but most importantly, players had the choice, the choice of doing the harder version or the slightly easier version. This offered the best of both worlds, it meant that players were given an option, not forced to play an easy mode, or get miserable in a mode too hard for them.