Honestly I think this is more of a design flaw than a bug. First issue is that SE employs tactics to push players into older content without allocating the needed server resources to handle the demand. When this occurs formed groups in Duty Finder (not to be confused with premade groups) are stuck waiting on a reservation to the instance they want. When the Queue pops everyone has to accept, but if a member of this pick up group fails to enter the reservation is not only forfeit to the rest of the group, but the members who accepted the queue are moved back in the line. This is punishing to players and isn't acceptable design. I have noticed seemingly anomalies when the "waiting to reserve" protocols were not in practice, but they become painfully apparent when the "waiting to reserve" protocols are enacted on the older content.

SE should easily be able to simulate this by limited server resources while pushing a volume of charters through the Queue. several characters will be "AFK" and fail to respond the queue pop. by keeping track of queue sign up times, queue pop times, and eventual entry times SE should be able to determine if the Queue system is in fact first come first served as it should be or if the queue system is inadvertently punishing players because someone they do not know is afk during the queue pop. There also may need to be an evaluation of server resources to instances that do not share a common completion time. Say Primal Fights Vs old dungeons. Extra resources could be allocated to older content that is currently under bonus conditions.