Remember that lots of casual players are still kinda bad at avoiding AoE in dungeons, surviving against dungeon bosses in a more general case, and bad at avoiding Lieutenant’s pull skill.
Also remember that AC and following dungeons are designed to give challenging content to players without having to reach lvl80+max stuff before having fun in dungeons. As a result, there are, of course, easier when you are lvl80 with all traits and max stuff.
Last, remember that a first run will always be more challenging. Just because you don’t know the place, the strategy, how to avoid being OS by each boss … Whatever Anet could do, the difficulty will always decrease with the number of times you will clear a given dungeon path. I remember Thunderhead keep in GW1, everyone had a very hard time when first going through that mission. And everyone could do it semi-afk with heroes after some years (even if it was still hard for beginners, at least before they made each profession too powerfull).
And as a players who played enough by now to be well trained against above threats (I’m often the last survivor in a boss room after 2-4 people in my team are dead), I still see challenge in those dungeons. One part because I don’t play with overtrained players only, but with guild teams (so they die, not everything is easy, and I have to survive so prevent reset. Note : they are not bad players, just not very skilled and not very trained yet) of 5 random profession (so we don’t just build some kind of “sc” teams that is the most efficient in a given dungeon – for example last days we have done paths 1 and 3 in AC, and had a hard time killing the sepulturian nests before the npc/collectors die).
One part because some dungeons are still not easy even with max stuff and lvl80 (ok, I didn’t try them with a full nolife team). For example
- AC path 1 & 3 if you don’t have a team with big raw dmg output.
- Some parts of SE (especially path1 which became impossible when waves of grenadiers were updated to spawn every 30 seconds and didn’t just stop after 10 minutes anymore – I may be wrong, this has been updated again and I didn’t try after last update)
- CoF path3 needs good coordination and players that are capable of fighting 3-5 monsters alone (it’s ok for trained players with max stuff, it is hard if the team contains casual players)
- CoE has subject alpha, which kills easily the players that are not trained to avoid AoE. And surviving alone while they come back is a challenge.
- Arah … contains that Lupicus which we just couldn’t defeat with my guild. Ok, only 2 tries long ago, probably not everyone with full exotic stuff, probably 2-3 players bad at avoiding poison… and couldn’t try again because Arah is perma-blocked on our server. But still, this is a very challenging boss and I doubt that just having a full team of trained/exotic stuffed players will be enough to beat him easily. (and again, even if the team was not perfect, the players were not complete noobs, they had gone through all other dungeons at first try)
So, as a conclusion : YES, many of us like challenging content, YES the new dungeons that will offer a new challenge each time will be a great thing, but NO, they shouldn’t make all dungeons harder. Because we don’t want to make them too hard for half+ of players, and because most of them have a fair amount of difficulty as long as you don’t build a “sc” team (with some exceptions, for exemple CoF path 1, which end boss was nerfed directly from “impossibru” to “what is this joke ?”)

the more people use it, the easier it will be to find teams.