Having done it as a tank multiple times, and DPS as well, i can say that this dungeon is an issue, surpassing even the likes of CoT, which was considered the hardest dungeon last season.
The main issues are largely on the first third of the dungeon.
Left Side:
Besides the ridiculous pack of sharpshooter which thankfully can be largely skipped, the main problem comes in the form of the tank itself.
The boss becomes too hard on the tank, the constant double tank busters will wear down the tank, to the point that Hero/Lust is mandatory for this boss, ive done up to 12, and surviving the first boss is barely possible for me as a Prot Paladin, using all my 3 defensives, Wings, Spellwarding, Divine Shield, Lay of Hands and even a potion for good measure, its too excessive, the bleed dmg needs to be reduced, or the CD of the magic debuff greatly extended to allow for some leniency with the defensives.
Right Side:
Also sharpshooter more than anything, the Lynxes arent too much of a problem to deal with, but removing a sharpshooter or two would greatly improve this side, since successfully fighting the large patrol without agrooing the pack on the right corner is next to impossible.
The other problem is, again the boss, while the miniboss was nerfed to be reasonable to kill now (a complete joke as a Prot Pally) theres the very real risk of the Fire Storm overlapping with the Maul, which should just not happen, or have a proper countermeasure for it, such as the pools on the Mauled target being removed, supposedly theres a grace period to free the victim before the pools explode, but its clearly not long enough.
Maul should just never overlap with it in general.
Too many casters:
Self explanatory, last run, me alone had over 60 kicks on this dungeon, which is just absurd, second place was around 20 i think, with the others not properly documented, but definitely interrupting a lot with CC.
And the casters are obviously a problem, we have an add that can greatly heal other adds, and a mage that can basically wipe the party if the cast goes off, and you often have to fight multiple of them.
Timer
Its too short, with how strict the timer is, people are forced to constantly do large/chain pulls in this dungeon which is already hard as it is, since none of the packs are pushover, and combining them they become a serious threat, i dont think theres any other dungeon at the moment that demands the same level of aggressiveness to time, and barely.
Conclusion
Just some thoughts i had, the left side wouldnt be much of an issue if the overlap on the right flat out didnt happen, since it allows an alternative that makes the boss significantly easier on the tank, but in its current state, its pretty much a high chance of someone getting killed by something thats flatout unfair.
And the casters wouldnt be too much of a problem if CC actually stopped them from casting nonstop like a kick does.