Let's talk about bladestorms, and why they were a very unpopular change:
1) Bladestorms are pure environment, they cannot be mitigated other than simply going nowhere near them, as in not running the raid at all.
2) On normal they do around 25-30 damage, or about 5-8% of the hit point pool of an appropriate level of character. This means they are merely a nuisance, a drain on healing ability and time.
3) On elite they do around 90-100 damage, or about 12-20% of the hit point pool of an appropriate level of character. This makes them a random probability of death based on lag, which is more likely to affect those who are unable to move quickly (i.e. those in the middle of casting healing spells).
4) The 90-100 damage on elite also prevents forms of healing that require concentration checks, and the game mechanics will also put those abilities on cooldown even though they had no effect.
5) The bladestorms on elite are the actual threat. The big red devil in the middle is just a distraction from the real enemy. If I were Arraetrikos, I'd just summon a couple score of bladestorms for players to (not) fight, then go somewhere else or hide in the ceiling.
Elite Shroud and normal Shroud are entirely different games. You would actually build entirely different characters based on which game you intended to play. Which brings up the topic of epic elite: the same thing is true. Shiradi casters can do very well in epic elite because the ultimate goal is efficient damage due to the nature of the environment. Other types of casters do far, far better playing epic hard.
If anyone on the development team is wondering why people don't care about parts of your game, and might stick to seemingly bland, boring cycles - it's because you've made disparate sections. You could have just built and maintained three entirely different online games with separate development cycles and it probably would have been more attractive, more cost-efficient, and less work.