Within what we currently know the combat system might accomodate:

- More fights with constant damaging raidwide auras. This gives the regen healers more of a spotlight.
- More fights with priority adds. Not the 'add phase' that we see mostly, which looks like more of an 'intermission mini enrage' rather than handling both boss and adds at the same time.
- Stuff that only a ranged unit can do, like killing a certain target that is off reach by everyone else before it explodes.
- Halfway throuh the encounter, the party needs to distribute in groups of [(main tank + main tank's healer) / (off tank + 1 melee) / (1 melee + 1 ranged) / (flex dps) ] over platforms surrounding the boss. The other healer is not assigned to a group specifically and needs to be on the run periodically across platforms to triage everyone's unavoidable damage, and keep in check which platform will be assaulted with aoe next.
- Boss always directs the tankbusters at healers or at the dpser with the highest damage output and the offtank needs to help soak them.
- Boss periodically heals or esuna themselves off people's dots, so the tanks and phys ranged interrupts are actually useful.
- 'Healerbuster' assaults on healer's MP bars (probably only if actual MP management becomes more of a thing).
- You need to beat the last 20% health of the boss FAST. The 'enrage' is just a periodic raidwide every 10s getting stronger and stronger until it becomes impossible to heal, that while doing the mechanics.