I agree. Same goes for pretty much every Trial in the game, especially x.0 endbosses.
Only 2.0's endboss functions well (doesn't undersell the story surrounding it) now and that's because it has a tight ilvl sync and was the most recently scripted encounter with the current job potencies in mind.
Every Trial should at least last through a full loop of the boss's attack pattern, the battle music in the final phase and ~40% longer than the most recent dungeon boss.
If they ever rebalance encounters like this, they can give longevity to the fixes by applying traits to jobs that are only available at certain level ranges so that the potencies of actions are tuned properly at each level range.
E.g., PLD's 1-2-3 was originally 150 -> 200 -> 260 at 50 patch 2.0; the same combo was boosted to 200 -> 300 -> 350 at 50 by patch 5.0, mostly to balance it for level 80. To prevent PLD from destroying level 50 content in patches after 5.x they simply could have added a level 71 trait for PLD that buffed their 1 2 3 to the appropriate values so it's in effect for the new parts of game but not trivializing the old parts as much.