Thats why I believe you shouldn't put it at the end of the game where it's gating another game/expansion. I mean for the entirety of ARR, the main scenario fights have been a snoozefest. SoF does something different from the typical boss fight with XYZ mechanics. It requires eight players to be competent on their role and following mechanics. That's where the problem comes into play when we consider duty finder. And at least for famrfrit, I never see steps parties on PF ever fill up, and god forbid if you get a troll who will purposely go out of their way to waste your time or screw with mechanics, which is very easy on SoF in regards to hogging the cannons or misfiring the DK (and yes, I've seen these people as well in both DF and on my realm).
I mean, if they had kept the difficulty consistent or at least ramp up properly, there wouldn't be as much trouble. I'd love to say "how can you not do SoF when you've already done chyrsallis", but it's not really teh case because both encounters are different in presentation and required overall coordination and party composition (arguably you needed two tanks for the white-zone meteors....a second tank in SoF is more-or-less deadweight). It's easy to tell people to play better if you're coming from a perspective who does coil raids, but this is an encounter in main scenario which is aimed toward players who probably aren't interested in the raiding scene
Garuda HM became a tank and spank because we grossly overgear the fight at this point. Do it when it was current content or where everyone is wearing darklight/AF. It didn't even get a mechanical nerf. Doesn't quite help either that it's the best way to farm nexus/zodiac light, so there's never a shortage of players who both overgear it and who want to do it (while SoF lacks any real reason for people to clear it more than once)
They could just buff cannon/DK damage and increase the add's hp or something. One thing I didn't like about the fight was how the first thing I was told by an NPC was that "arrows and sling will avail us little", giving us implications that majority of the damage would be coming from weaponry (which is definitely not the case if we still have to make up for at least 50% more hp in player damage). At least by doing that, you retain all the mechanics and trying to follow that would still give a better rate of success.