Well, yes that is the point. On NA servers the lack of leadership in PF content is a constant problem and people don't want to hop into communications if they don't need to for all sorts of reasons, which is why statics ended up being formed. However, that's not the problem with the difficulty curve. The difficulty curve is related to hidden game design, where developers introduce mechanics that are meant to make up for the fact that we as players do not possess all of our senses in the game. The reason they flash the attack zones for enemies is because we don't have the ability to predict where an attack can land based purely on the enemy, and due to flashy effects and visuals from our own attacks, basing the direction and nature of attacks on what the enemy is doing via motion is nearly impossible, hence why many bosses get "bigger" than the player characters since they have to be seen over spell effects and other characters.
This leads to the second visual clue which is applying a name to an ability and a cast bar where we have time to look at the name of the ability. Once the attack goes off, you then mentally connect the dots to the name of the ability and the effect it has on the arena.
Now in the game itself, they obviously don't show the area of effect anymore in savage the same way they do in normal content, so they attempt to bridge this via the Extreme fights and Unreal content, where the attack area gets flashed for a short time, but you have to rely more on the knowledge of what the attack is and what the visual queue is outside of orange flashy floor markings.
This would work fine... if EX fights were not optional content that could be skipped and people had to clear them to continue in the savage tier, but because they are there is a gap between savage and normal content. Since the skill floor got raised by greatly simplifying the abilities that players use on characters it also means that EX fights become more trivial and now the new baseline is the base savage tier, which lacks the visual transition that the EX fights were supposed to originally provide.
The other issue is the crazy amount of ramping that happens in difficulty going from the 1st, 2nd, 3rd, and 4th fights in savage. The game design team can't do anything about social issues or problems with finding groups, but content like savage should be doable in about two and a half months to clear for a group going at least 3 days a week. Going from PF that definitely did not happen, with many groups getting completely walled on p3s for a month at least. A lot of this is due to the reliance of the fights on completely removing certain design elements meant to support players in learning, and the other half is from using mechanics that actively punish players far too harshly for failure. Yes, the fight should only be completed if people can stay alive through it while keeping dps up, but no one can progress on a fight if the fight ends with one person dying to a mechanic only 5 minutes into a fight, since no one can see the later mechanics to even begin learning the fight.
As a person who is leading a static and learning this content, savage would be completely impossible for 90% of the players doing savage without having streamers and other folks with far more time writing out lesson plans, taking notes, and doing all the same tasks as a paid instructor at an educational institution.
Also going to point out that having rewards that are effectively upgraded versions of the normal raid gear creates the sense that savage is a progression of the normal raids, which it is not. If savage mode is supposed to be a mode for those that want a challenge, why would you want to have people who are interested in completion go out of their way to do it, considering that the matching weapon for the armor set is only available in the savage version?