These mechanics that prevent speed runs are getting out of hand. I understand that SE wants to make it so that people don't get forced to do it. That is what Party Finder is for, to make groups either be fast or slow paced.
But these new dungeons force you, in every way, to be slow paced.

Some mobs, like in Snowcloak do not spawn until you kill all the other mobs. Like the bear. Also Qarn as well so you can't just pull everything at once. You have to pull to the amount SE wants no how much I want to pull as a paladin.

Drop points... This one is starting to show up. Hullbreaker and Qarn have to spots that make you drop to 1% HP. Stop that. It's annoying. Another way to force me to stop in a dungeon.

Giving easy trash mob and bosses... absurd HP. There's nothing special about them. It makes the dungeon pseudo-difficult. It only makes it seem hard when it's the easiest thing in the world. It's only serves to make the already boring dungeons before the end of the first run even more boring.

Turn 9 has an interesting fully engaging fight. These 3 new dungeons bosses do NOTHING. You can go into the fights blind and win. You don't have to hide behind the crystals in Fenrir. You don't have to dodge the mummies. You don't even have to kill the arms in the kraken fight. You can win all three fights tank and spank if you wanted to. So if you gonna have 3 easy bosses with almost no special attack. Why do they have more HP than some primals. I down Garuda EX faster than the Kraken.

If you aren't gonna put effort into the dungeon to make it fun, then let me speed run it in 10 minutes or less like previous dungeons. You already have a stupid weekly cap per week. I don't need a speed cap too for 20 minutes.