Raids get a lot of forum traffic, because they're desired based on a few assumed & traditional premises. The lack of "player usage" is directly traceable to Menace of the Underdark.
•Raids drop the best loot.
This has been a loot principle for as long as I can remember. Pre MotU, it was (largely) true in DDO. Sure, there were quest based exceptions like The Baubble; but really Tod, Shroud, Abbot, Titan, Reavers, Demon Queen, Hound, VoD and VoN all maintained relevance from their inception on. They were our only dependable source of +3/4 Tomes. Epic DQ, VoN and Chronoscope took heroically good (and in some cases still epically viable) gear and gave it Epic upgrades. All these raids, even the mid-level ones, dropped the "must haves for uberness" and were therefor run consistently as an "end game" activity. With MotU you killed the gear and surpassed the tomes, and the need for epic level/destiny xp meant we needed to spend time in higher level content. You promised us two new raids, and delivered one, so until Epic Gianthold we had ONE cap level relevant raid. Now we have 2 with a third on the way (yay, another promise of a future raid!) plus an increased level cap with another on the way. Yikes, this recipe is not looking good so far.
Raids gave guilds ways to gather a large contingent of their members together in one place. They also made the best mixers. Being that they called for a 12 person group, even one mostly filled by guildies usually needed to pug out a few spots, and this allowed for both social and strategic circles to broaden. Killing off the incentive to run most of the games raids removed the opportunity for large group interaction; especially since changes in quest design, dungeon alert & scaling reward small group & solo play over full group questing. We miss our social gatherings but also want to have them in a rewarding environment and most existing raids are not that.
Raids usually featured quest design & mechanics that were different from the rest of the game. Other than a few pieces of TR twink loot, this is the only aspect of the older non-epic raids that kept us coming back to them post MotU, and you can tell from your own metrics (reflected in the quoted statement) how much allure those had to the general populace; so the message is clear: we want/need incentives to run raids, and we would prefer them to be "end game" relevant.
Please please please learn from this raid. It is still (IMHO) run more than any other raid. It's loot is TR lovelyness that can still maintain some epic relevance. It has lots of elements from timing order (portals & part two bosses/crystal) to puzzles to tough boss beat downs. Sure, with destiny power portal orders don't matter so much, and the boss beat downs are a lot easier; but just one guy out of sinc with the rest can make part 2 rough, and people not paying attention can still wipe a group in parts 4 or 5. The quintessential DDO raid for future inspiration.
So to recap: level cap increases, power creep (leap), and changes in gear design & mechanics have invalidated pretty much everything the preMotU raids had to offer, other than a social experience; but we want that experience in a loot rewarding environment. We were supposed to get 2 MotU raids, and then EGH. Instead we got 1 MotU raid full of mechanics that irritated the playerbase, and then EGH. That is not an end game raid environment. Is it really that surprising raids don't currently get a lot of in game attention? Maybe that undelivered on raid we were promised would've been more apealing than CitW, maybe not, but if just that 1 more were delivered we would have 50% more cap level raids to run than we do now. This is why you see a lot of forum traffic about raids without an in-game correlation.
So our immediate future holds the following: another raid, for a total of 3 - assuming this next one comes to fruition and isn't just another empty promise - and another level cap increase to 30. Supposedly 30 is the long term cap plan, and I dearly hope this is so. With a stable level cap, you can build an end game environment that includes raids. Create some new ones, update some old ones, or better yet do both. Learn from Shroud about what keeps a raid relevant over the long haul, learn from Abbot and Titan what keeps some interesting inspite of loot irrelevance, and learn from CitW what we don't want.
Apologies to all if I babbled a bit up there, please feel free to critique, revise or add your own opinions on the matter. Who knows? Maybe a dev/rep/producer will even converse with us about it some...
Give us cool, entertaining raids with loot relevant to level cap and you'll see the forum chatter/in game correlation you're looking for. Keep breaking promises about delivering raids and raising level caps faster than you develop sufficient content and there's simply no possable way for that correlation to happen.