I think this event has really shown a lot of the weaknesses of the group finder system. Not just the code of it just working about about dungeons and the responsibilities of the roles in general.
I propose a difficulty rating system for the dungeons, so people know what they are getting into. Could just be a quick green, orange, red difficulty rating. Tag the dungeons with how hard they are complete, how much knowleadge of mechanics and how important it is to stick to the roles. The more information a player has the better. I mean I know the DLC dungeons are way harder but a new player (perhaps a new subscriber) doesn't know. Plus a new player could easy get through CoA1 then go into CoA2 just to continue the story without knowing what they are stepping into. Normal and Vet is obvious but one and two is not. Particularly with a dungeon as different in difficult of CoA1 and CoA2. People want the monster helmets and jewerlly so they could step into things they are not ready for. "Oh I am level 50 thats max level, clearly I am ready for vet". With the level restictions it is clear you know some are more difficult than others but that information is not provided to players.
I think you move this into the random dungeon system, I know it being random is why there is a reward. But perhaps a random "easy vet queue" could be a thing.
Okay so the main boards are all lit up with "fake tanks" and "fake dps" too much of how to play roles is left up to the community. herp derp everyone knows what a tank does?.. do they? I really don't think so. It is time to change the undaunted quest. Just going into a dungeon for the first time.. teaches you nothing. I had a level 14 "healer" rage quit from my daily random banished cells when our dps ran off and soloed the whole thing. Did that player learn anything about doing dungeon i really don't think so. I have seen people in guild chat asking "How do I taunt?" Players aren't reading "how to play" and help articles.. they are trying to learn by doing. People also never learn to get reasonable dps, players bow light attacking through dungeons is pretty common. Does over land content need more difficulty so people learn to use more skills? or importance of AoE and damage over time skills in boss fighting needs to be emphrasised.