Na most dungeons follow the same pattern after HW, basically 2packs > wall/door/bridge/whatever > 2packs > wall > boss, repeat twice. Sometimes it's 3packs, sometimes 1pack, but still the same concept overall and since you pull everything together at the wall, it doesn't really matter.
The xp part isn't relevant either at that point, because the xp is basically balanced around it, and the end of the dungeon grants xp so that you always get the same amount overall from dungeon to dungeon, even if one has more trash(as in more trash in the same packs, it's still generally 2packs) or stronger single trash or whatever. Only in ARR since they hasn't really refined the strategy, and especially in base ARR leveling dungeons which have a lot of optional trash, do you see a difference, but after a while they just removed optional trash(pretty much all of it aggros without being able to skip it) and made sure the pace, reward and duration of the dungeon runs stay roughly the same. So in a way, it's somewhat boring since it's very formulaic, but there's never an issue of your tank not pulling enough stuff for xp or pulling too much or people getting lost(well besides the few dungeons that have backtracking and stuff via teleporters).