So after doing all four floors a few times I've decided I'd post my feedback here in the forums.
Overall: Lack of trash, focus on bosses. Fantastic. Music for the place is awesome, it suits my personal taste in music perfectly so I quite enjoy it. The visuals are interesting to, I kind of like the high tech area that isn't empire related.
Turn 1: Sturm is too easy, I don't mean his damage either, his damage could stand to be turned down as could that of his adds. But my issue with him is that he doesn't serve well enough as a dps check, there are plenty of groups I've had that were able to down him but didn't have the dps to down the second boss. Either he needs to be made harder to serve as a better dps check or Oppressor needs to be easier so that a group that can down Sturm should be able to down the boss.
That being said, I believe the two Oppressor's need a shared HP pool with absolutely no adjustments to the total rather than a separate one for each. Again, groups that fail the mechanics or don't have the right amount of dps will still wipe, this just eases the dps check slightly.
Turn 2: Interesting decision going for waves of adds for bosses but I'm down with it. One change I'd make though is put on our UI somewhere the amount of enemies or waves remaining. There's no reason to hide this information from the player. Overall I think this fight is fine as is, one dps on the tanks and from there it once more falls to the rest of your dps to either do the required output or get overwhelmed early on.
Turn 3: Another dps check? Really? These instances have a lot of them I must say. I like this fight as well, no major issues except for the burn phase at the end feels like it drags on a while even with a group that has the required dps. But this comes back down to another complaint I've had in general with HW that the enemies have too much HP.
Turn 4: Man this is one hell of a fight but I have a few issues with this as well.
1. It's a really hard heal check, but to date I've only been able to accomplish it with a Sch/Whm combo, the burst healing and shielding I feel is absolutely necessary, every other healer combo I've come across has been unable to manage the healing in dealing with phase 3.
2. The banish phase where a tank and a dps are sent to kill an add. I don't have an issue with this mechanic in theory, the issue I have with it is the frequency. Several times during the fight in several groups, I'd find myself banished again 2-3 seconds after i came back before I could even get a heal cast on me. As in, I'd get back, run towards the leg, see a heal getting cast on me, then immediately get banished again. There is no way it can be intended to happen that often.
3. For phase 3, the lasers that the tank has to eat after discoid. I really am not fond of this mechanic, it needs a cast bar and a more visual indicator. Again, why not give the players this information? Getting surprised by something like that isn't fun or entertaining, it's irritating and annoying.
4. Again in phase 3, the judgment debuffs. How exactly do these work? Again, no information is given to the players, we'd find ourselves getting killed by it but having no idea way. That debuff needs a better tooltip or we need a dungeon journal mechanic that specifically explains how it works.
Overall, I like the place. But I believe the dps and healer checks are a little frequent and tuned a bit too high. As a tank, I find myself with very little to actually do in these fights, there is very little to keep me engaged during it.