Basically title. I get it. Wall to wall pulls containing multiple mob pack pulls are probably the biggest point of contention amongst players from casual to hardcore when it comes to dungeons specifically. However, while SE might have been playing it safe by designing all EW dungeons to be no more than two mob packs at a time, they also made some of the most boring dungeons to date. I like running dungeons usually, and while I am generally fine with the pattern they have decided upon(mobs > boss > repeatx3), the technical(not artistic) design of the EW dungeons leaves much to be desired.
There isn't a single dungeon this expansion where you are able to pull more than two mob packs. The ONLY example that comes close is the two mob pack plus one wanderer in the two pulls before the final boss in the lvl81 dungeon. That's it. Where across every other expansion, at least HALF of the dungeons had at least one opportunity to pull more than two mob packs. This may not seem like much to most, but this helps immensely to break up the monotony of standard dungeon runs.
Even the level 90 dungeons are a bore, with the only sort of fun coming from the bosses of the lvl90 story dungeon that can actually pose some sort of difficulty(healers ensure your Esuna is equipped, and heal to full to cleanse Doom). I at least expected something more from the other lvl90 dungeons, particularly the extra two dungeons you unlock as those are post-MSQ, and would be a fantastic place to test your abilities to their fullest. Remember that first pull of Akadaemia Anyder? If you went wall to wall that was technically three mob packs plus a wanderer. At fresh lvl80, that was a difficult yet very FUN pull to do to really test yourself at your job and role. In addition to that, I was(and still am) always excited to get Ravel Keep or Mt. Gulg for the same reason, because I get the opportunity to perform wall to wall massive pulls that make dungeons for someone like me more enjoyable. This trend continued throughout ShB even to the last dungeon, where you could help break the first boulder and pull from the beginning of the dungeon all the way to the first boss. That was FUN.
I am not saying every dungeon has to have a wall to wall pull, or that they must be difficult, and while I understand you are planning to release "Savage dungeons" or whatever they will be called, I am just saddened by the state of the dungeons we have gotten so far this expansion. At minimum, for every single pull you force us to do in a dungeon(elevator in lvl83, or between jump pads in lvl87) there should be equal amounts of opportunities to do a wall to wall or other interesting pulls in between bosses.