I guess the discussion's happening here too, but they certainly have a habit of putting in cheat solutions for newer fights with interesting puzzles. I'd argue this starts in StB when almost every extreme or savage mechanic would target you based on your job role and not on other, non 'meta' parameters.
I'm sure this is fine for designers, especially when it comes to making content that can be approached and cleared by anyone without much trial and error, but it feels lame when it's used as a cop-out for why you have to adhere to the standard party comp, and straight ass when you're trying to clear a fight using a team of BLUs.
My least favorite fight for this design paradigm was e7s. That fight had so much goddamn puzzle potential when I ran it on normal, and then it ended up having only 2 permutations in savage. What a letdown!
Actually, now that I think about it, I don't know that there has ever been a 'puzzle' in a fight that hasn't had some cheat solution. The first one I can think of is Sophia Ex and her Quasar comets always drop for a weak push if the sides are odd/even, and the odd side always has a blue (worth 3 reds). I get that they couldn't make the even side have a blue in a 4/3 split, but like, they never bothered to have 4 red 3 red or 4 red 2 red or even 1 blue 4 red or whatever. They even mentioned something about having more patterns in the Unreal, but she's exactly the same right down to the cheat solution.
Hidden for sorta meandering complaining about some extremes:
I for one am running less extremes in the current expansion because overall they're less fun. I can't quantify that, but just in general, beating the boss is less fun. The last Extreme I beat until I had all the weapons for (never cared about the mount) was in StB and was Byakko, and that was a chore because of the inordinately long interphase that wasn't even appreciably different than normal mode, so it quickly became boring to actually play.
I think Hades is as much of a letdown as Endsinger when compared with Thordan and Shinryu Ex. Hades is probably more fun if you've not seen the mechanics he does, but from where I'm sitting all his fancy mechanics were basically solved by 'go to your clock position.' If you need to stack with someone else its 'dps rotate cw to the next person' and if you need a light party it's 'collapse to your healer on your side.' That fight also had way too much goddamn downtime. They also kept the whole transition from normal mode, so we got to hear a crazed man yell three separate lines separated by like 3 seconds of silence every time he transforms. They kept in the same button mashing "event" that was stale since StB, and to top it all, they added a minute long extra cutscene where he just kinda gets red and gets two more hands.
Compare this with Thordan Ex who got a unique theme, a medley of Ishgard, Azys Lla and Heroes, and the entire fight is introducing mechanics that he combines in unique ways on the back half, and Shinryu who requires you to have 360 degree awareness for most of the first half of the fight, flings you across a gap, and creates a goddamn bridge for you to sprint across in the 11th hour.
Hades was just a huge, huge letdown. At least it introduced getting 2 totems per clear, a recognition that it took too long and a silent affirmation that Extremes basically only exist at this point to give people that love to collect shit a slightly easier time getting another glowy mount to throw in their sack.
From a design standpoint, if fights exist to be re-cleared they should lean towards 'fun to execute' standpoint, imo. Especially extremes, given the catchup/raid-ready weapons and mounts. If there are any fights that should be puzzle-it-out fests, it should be Ultimates, because nobody but the first people through a fight are going to learn the puzzles for real, anyways. Think of how much folks hated the Slime boss in the Copperbell, it's sorta similar.
Actually, now that I think about it, the fact that Unreals have entirely skipped Ramuh and Moggle Mog kinda shows that their design standards have shifted drastically away from their early game, huh?