Speaking as someone deep in the new player experience, I actually appreciated getting instagibbed by coincounter. It made me realize that not all enemies will put out obvious "move retard" indicators, and I might actually need to pay attention to the enemy cast bar. AV was also one of the first dungeons where I got to do more than just spam ruin or art of war for 95% of the time, so I had a little bit of fondness for it in that regard. Yet I can see how for someone that's been around the block, it's just tedious.
I really hope they make healers more interesting in the next game, though. But from what I'm reading, sounds like a pipe dream - word is they're simplifying it all. Bit of a shame I missed the part of "healer pet class" that actually used the pet. Moving it to stand in the areas where you want its dinky AoEs to hit isn't exactly fun and exhilarating management, and spamming broil or art of war isn't really a good time. AST sounded neat, but it also sounds like they dumbed it down from its earlier, wonkier state -- and this patch further dumbed it down. While it looks to be that this streamlining has overall improved the performance of the classes, I can't help but feel like I'd rather take some inefficiencies or a higher skill floor if it makes a class more engaging to play. I hear tanks have a similar issue, but I'm not really familiar with them. Beyond that UNGA BUNGA looks... very very boring to play.
I also suppose that the game still roundly beats out its competition in terms of how fun it is to play, but I'm still smarting from how WoW managed to smooth out classes from launch to a great spot in TBC/Wrath, only to go overboard with homogenization and simplification to the point where classes were all variations on "just drool on your keyboard a little" up until the top 1% of content past that. It's alarmist paranoia for sure, but - c'mon, just throw in a little bit more things for a healer to do during downtime.