One of the things that most annoys me about this encounter is the way many/most of the people of who enjoy it start ridiculing/belittling anyone who speaks up & says they hate it and/or find it hard. Yeah, this happens a bit for plenty of encounters, but this encounter really seems to have brought out both the tears & the "you are bad loser tard l2play hello kitty adventures" in people.
As a player, I'm ambivalent about it.. I kinda enjoy it but, particularly on 10 man, I dislike the RNG enemy comp element where you end up thinking "oh god.. warlock/spriest/tree/r.sham... and our only offensive dispeller is Bob-the-nub-holy-priest who we brought along to be nice to". As raid leader, half my raid loves it & the other half wants to burn the encounter designer at the stake... it does not make my life more relaxing.
My guild's "strat":
- Minimal CC/interrupts + flat-out DPS zerg is the only way we've found that really works well for this encounter in the 25 & two 10 man versions I've run. Unfortunately on 10's you can run into comp vs. comp problems tho where you just don't have enough of a necessary ability (i.e. the 10's comp I mentioned above.. bob's name has been changed to protect his identity

).
To use our 25 as an example tho, we had tree druid, holy paladin, disc priest, dk, warrior, rogue, enh. shaman, warlock & hunter.
- We had one warlock banish->banish->banish->fear->fear->fear->repeat the tree. One good warlock can do this, one bad warlock is lucky to achieve the 2nd banish (tried it in 10 man with a bad warlock).
- Prot warrior sat on the holy paladin & completely locked him down. We actually ended up killing the holy paladin 2nd or 3rd last, just cos the prot warrior had him locked down so totally he didn't matter.
- DK tank + Tankadin kited the melee back & forwards through 2 hunter frost traps. Ranged/healers were spread out around those frost traps so they could kite the melee back through them if they were at risk. There is no DR on a frost trap tho, so that didn't really happen... frost traps are seriously OP here. The key difference between this fight & genuine versus-players style fight are that the enemy melee can zerg a disc-priest/tree/clothy in less than 1 second, but use their closing moves in such a retarded manner that they're easy for smart tanks to control.
That's all the CC/interrupts we did. We had one lolret-gone-holy who had 200+ cleanses, and that was ~90% of the cleansing. We blew bloodlust & everyone zerged the priest, then everyone zerged the tree, then everyone zerged the DK - cos he'd deathgrip people into the enemy melee - then everyone zerged the warrior, then everyone zerged the enh sham, then we mopped up the rest. In case you were wondering, on our successful attempt 13 pure-dpsers + 4 tanks pulled 45,000 raid dps... on the many fail attempts where we tried cute larger scale CC/interrupt finessing we were only pulling about three quarters of that because too many people were being forced to stuff around sheeping/cycloning/fearing/whatevering.
Honestly, for 25 man, don't over think it. Control 2 healers, tank-kite the melee-train & brute force it. It'll just get even easier with more t9 gear. When we tried finessing the encounter, it just caused too many problems from the less fluidly reactive members of our raid team.
It's just like Gluth.. you could do elegant kiting, but why bother when you can just smash it really hard with a really big hammer? Hence I don't really find this encounter cute or elegant, and I think it will become extremely faceroll with better gear. Oh, and because the melee train is the big danger, I honestly don't envisage any significant change on the hardmode other than a higher required raid DPS. Melee-train's weakness is that they can be controlled & boosting their dps so they snot cloth in 0.5s rather than 1s makes no significant difference.