I do think that one possibility we might see to all this is that in addition to producing more varied content, they might also have time to work on improving the dungeons themselves, or making that one dungeon patch have a more distinct and more lengthy feel to it. I fully agree with the other commenters here in that the majority of the most recent dungeons have felt like the exact same run over and over again. The only dungeon I can really think of that felt truly distinct from the others was The Antitower, and that was mostly because it forced shorter pulls for the most part, and the enemies spawned a bit differently than normal. The actual variety to the combat mechanics of enemies in dungeons is the real problem though, since they don't tend to pose much of a threat if you have a good healer and tank. There's no incentive to take it slow and pick them off one at a time unless everyone is at the bare minimum iLevel to get into the run, and rarely even then......