back in sb and shb savage and extreme content was good midcore content that was fun to prog. you had to learn how to optimize, how to avoid downtime, memorize how a boss would move so you wouldn't lose any gcds. wall bosses were mostly one per floor, and boss hitboxes weren't the size of a house.

nowadays in endwalker (at least in abyssos, anabaseios, golbez ex, and likely zeromus ex) the boss will either:

a) be wall
b) have a ginormous hitbox so you almost never lose uptime (except in rare fringe cases like in p8 with dog1->snake1->dog2->snake2) and will typically go untargetable during high movement mechanics (dog1,

this has removed almost all nuance in encounter design. mechanics have been reduced to where it's either pass or fail. you are only as consistent as your least consistent player. you are punished with a wipe even if you do nothing wrong. it's not fun, and i don't think this kind of design philosophy has a place in midcore content. keep it in ultimates