I'm pretty sure everyone in this thread has said they don't want purely contested spawns for raid mobs. In fact, raiding itself has been on the back burner--most people in the thread want a game more focused on leveling and dungeons, and yeah, the dungeons/leveling content they want to be contested with perhaps some systems to alleviate extreme population issues, but that goes back into wanting the leveling experience to be a much bigger part of the game than it has become in MMO's.
In other words, what you do in between the 7 day lock outs on your dragon, should be the bulk of the game. Heck, the only real big conversation we've even had about it has been a bunch of people talking about how putting caps on raiding made it less accessible because it required a higher skill quotient from each person and didn't allow you to keep the fun, social people in your guild for fear they'd want a raid slot and would suck to much to justify one. But outside of that? I think everyone has seen what has happened on p99.
The thing is, as you even said, there are tons of systems that have never even been iterated on because instancing was a completely new paradigm. Maybe they won't work for the raid game, but for grouping/leveling? It would be neat if those systems had a chance to flourish in a game that was built around PvE competition and limited resources--rather than the experience of defeating the mob.