Considering this statement from J Allan Brack, why not as OP has stated - focus on the experience?
How?
Blizzard have access to all the patches, starting from 1.0 to 1.12. Pick data from each of these patches and combine them using the design pillars described above in a way that will reproduce the game EXPERIENCE from 2004. Because that’s what truly made WoW Vanilla what it was.
I’m sure most of us can look ahead and anticipate what will happened - most likely very fast if we dont change course - to WoW Classic if most content will be faceroll.
The fact is, every aspect even to the version of AV is 1.12. They are using it for complete consistency as much as they can. They have laid this out. Seeing twinked 40’s and 30’s running dungeons has warped your already distant memories and experiences of vanilla in terms of how difficult it was.
They tried everything you suggested at the beginning of Cata. There was much outcry on the forums about dungeons being too difficult. They have since given up on making dungeons more difficult.
The instances were not that hard overall. Dont let your ideas of how private servers, or if you didnt play them your idea of being a newbie interfere with how difficult instances were. Overall the game is as hard as i remember 15 years ago and still easier than it was in the Vanilla beta.
Creating a subjective experience based on feeling is way different than just saying well this is what we have and we are going to recreate it as best we can.
Every patch has had some sort of direct or indirect nerf to PVE content.
Patch 1.3 directly nerfed PVE content directly and harshly.
Stratholme
Baroness Anastasi in Stratholme will now leave the possessed target when the target is below 50% health, instead of 30%. She will also cast Possession slightly less often.
Roaming Gargoyles will be set to a 30-minute respawn.
Roaming Shades set to 15-30 minute respawn (previously 5-15).
Patchwork Horrors set to 15-30 minute respawn (previously 6-10).
Overall respawn in the entire dungeon made longer.
Crimson Conjurers will no longer roam in pairs.
Crimson Conjurers can now only have a max of two “pets” at one time.
Changed the way the Gauntlet area works. The Crystals no longer respawn.
The Crystals no longer fire ribbon of souls (this was causing in-combat issues).
Fixed a bug that was causing monsters to leave combat in mid-fight, thus regaining all their health.
Various tweaks made to the Baroness encounter.
Scholomance
Lengthened the overall respawn of the dungeon.
Risen Aberration health and damage reduced.
Reduced the duration of Dark Plague from three minutes to 90 seconds.
Fixed a bug that caused the Cloud of Disease spell, cast by Diseased Ghouls, to do more damage than intended.
Blood of Innocents will now drop off both Doctor Theolen Krastinov (The Butcher) and Jandice Barov for players that have completed the Sarkhoff questline in Scholomance.
Shadow resistance now will be more effective at mitigating the damage from Unholy Aura.
The creature spell, Call of the Grave, has had its damage reduced by half.
Blackrock Spire
Spire Spiders now only summon four Spire Spiderlings instead of five.
Health and damage on these Spire Spiderlings has been reduced.
Crystallize has been reduced from eight seconds to six seconds.
Some Blackrock Spire bosses will now properly display their true level, instead of being considered world bosses (who do not display level).
Blackrock Depths
The doors to the Lyceum will now re-open after Magmus has been killed.
Vault encounter has been toned down slightly.
Mind Flay and Cripple will now work on Blackrock Depths bosses.
Don’t worry some one will say 1.12 is the Authentic Scholomance experience, when it’s the most nerfed possible state of Scholomance in vanilla.
True, but Scholomance before 1.3 was tuned for 5 but usually done with 10 for a good reason because the number of patrols and the harshness of the damage they produced VS our vastly weaker characters (talents, abilities, gear) made the content very challenging.
Pre 1.3 Dungeons did actually require you CC, and did require you pull carefully because failure to do so was a wipe.
I came over from EQ, and while WoW was indeed easier than EQ for leveling the Dungeons before 1.3 were very respectable even by EQ standards.
Post 1.3 they were most certainly easier, but that ease of completion escalated with every patch that provided a direct or indirect nerf.
At first I just thought (At the time) that my character and my guild was that much better, stronger, and better geared. Truth is, the game got nerfed HARD because when we went back with our first wave of alts I noticed that none of the pulls were even remotely difficult any more and we were playing classes that were not usual for us.
Either I am that good a healer (I know that’s not true) or the content was way easier by 1.11 than in early Vanilla.
For this reason alone I had been promoting early vanilla dungeons / Raids in their early difficulty level though both un-nerfing them to their original set of patrols, damage values and number of spawns / re-spawn timers / number and frequency of mechanics. Additionally potential buffing of the damage / health pools to make up for the 1.12 classes.
Not sure what to do about 1.11 threat, but I do know it’s a big problem for any content that came out before 1.11.
All instances could be done with 40 early on. 1.3 changed that somewhat, capping them at 10, and Blackrock Spire at 15. And adding Dire Maul as a 5 man.
Patch 1.10 made Scholo, Strat, and BRD 5 mans, and Blackrock Spire at 10. All other dungeons (except Dire Maul which started as a 5 man) could still be done with 10, though obviously you can’t get quest rewards.
I only remember the raid instances being 40 man early on. Maybe Scholo was 10 but for the life of me i just cant remember that. Not saying your wrong just that i dont remember.
I do remember when they changed UBRS to 10 man. I was doing it 5 man at the time cause we wanted to not every tun but a few runs now and then.
I never did any of them as 40 man raid but its just funny to think about doing them as more than 5 man, or in the case of UBRS the 15 man.
Scholomance got “capped at 10” in 1.3, and that was easier than 5 man, but the dungeon was still challenging for 10 man groups even in 1.3.
As time wore on and our classes (not characters) got more powerful as a result of buffs, and the dungeons them selves got weaker as a result of constant nerfs the difficulty level plummeted.
Don’t forget they buffed the gear, added more better gear, and increased the drop rates.