Haha yeah. Actually having to actively control mobs is something that's been lost over the years, and something I was pretty glad Wildstar tried to bring back, even if in a different form. A tank's job has gone from making sure they don't lose threat (and the DPS having to throttle themselves) to making sure they pop defensive cooldowns at the right time in order stay alive. Not necessarily bad, just different.
Fair point on what Wildstar players might have wanted. Upon buying the game, I was excited to have challenging content, but never expected the brick wall to get there. I had finished up my Veteran Adventures portion of the raid attunement quest before I stopped playing. Because of my life schedule at the time, I didn't want to put forth the effort to find another group of players just to make it through an attunement chain and potentially raid. Glad to hear that they ended up changing the requirement to Bronze instead of Silver, although I can't imagine just that change making a big dent in the problems that pugging adventures/dungeons had. I lost count of how many groups disbanded because one person screwed up unintentionally and we lost the requirement for a gold medal.
I was also pretty fond of the instance design in Wildstar, and Stormtalon's Lair had some of my favorite bosses. Good memories of having to both heal the tank and DPS the first boss (because hybrid specs work during those levels) because our healer was dead, all the while playing hopscotch around the room. The wind elemental boss (second, I think) also felt like a raid boss in his own right.
As for slowly ramping up the difficulty, I feel like we're slowly seeing that right now anyway. To give Square Enix some credit, Second Coil is a pretty decent step up from Binding Coil, and the difference in difficulty between Turn 6 and Turn 9, while not jarring, is noticeable enough. Would definitely love more bosses in these raids, though.