@Miraglyth Personally to me I would not mind if the common enemies got the Phaleg/Omega Masquerade/Episode 6 Spoiler Boss treatment in that they all aren't afraid to wreck normal players and have a means to handle both solo players and team settings. I'm not expecting "Dark Souls" or Ninja Gaiden-style difficulty but I would prefer it much over the Episodes 1-5 "passive" enemies who stand and wait until they give a potentially telegraphed attack or the Episode 6 style enemies who have such obvious weak points and tells to bait them with to trivialize them.
Otherwise to me I would like the Dragon's Dogma Online approach (small enemies are typically weak but are pests and distractions in bigger fights that split the team and that the larger enemies can be fought solo but having other players makes the fight significantly easier and more tolerable due to having more team-based options such as added firepower, the ability to debilitate enemies, or even someone baiting the enemies). I believe Monster Hunter has a similar approach to this where the presence of other players also scales up the difficulty but gives more opportunity to cooperate and fight together rather than Phantasy Star Online 2's current "wipe everything before your allies ever see the enemies" or "everyone pools together to pass a damage check/damage sponge before moving on."
The ideal replacement to me for the lack of perfect attacks now is to push the skill floor into being more "meaningful" but my worry is that where I would like to see the game go would make the game too difficult to players already playing Phantasy Star Online 2. The way the Hero focuses on dodging and counter-attacks (as do the other Successors who are all capable of it in some way) really seems too "natural" for me with how Episode 5 and Episode 6 was steering that I would hope we get even common enemies that emphasize utilizing those mechanics. If we end up with larger boss fights that are effectively raids I would love to see the Dragon's Dogma Online approach where instead of simply being sponges players beat at the focus is on debilitate or stunning a boss enough to open windows of opportunity of pure damage from the player team as playing sloppily only makes these fights longer (but in some cases on Dragon's Dogma Online it ends up encouraging the team to wipe because the classes who can debilitate get less and less effective as enemies build up resistances over time). I hope that Episode 6's higher-level content is the direction that New Genesis starts off with as a base for what we can expect rather than a whole reset of looking back to Episode 1 as the drawing board.