I don't think so. FWiW my static's two clears on t10 have been post soft-enrage and on the second the entire party was dead (lightning finished off our last player right after the boss died) so I think it's perfectly balanced for people in i110 gear. I'm not a fan of the crafted quint-meldable gear as it trivializes gear-checks but I'm not sure "farm t10 and cap poetics for a couple weeks before you can clear t11, then farm t11 for weapons for a few weeks, etc." is desirable game design.
You can't realistically make a doable mechanic that pouring raid hours into would defeat. So what else is there? I mean, you could have some completely indecipherable mechanic that players have to guess at but that sounds terrible.
Overall there's a lot to learn in SCoB and FCoB with enough instant-death mechanics that it's going to be difficult for players to brute-force them--FCoB even buffs the bosses every time someone dies and every boss requires two tanks. So I think design is fine.