I am going to apologize now to anyone who have already said this, I have not read all 90 plus post. The reason it is easy right now is that you have the best player running to get the dilithium. Also the map is maxed out with players instead of the minimum amount. Give it a month and it will be harder. Because of the people in it and hopefully Cryptic will adjust accordingly.
Terradome is easy on elite and worth the dilithium reward. Problem it people go in it without hypos, don't read walkthroughs, don't have the patience in the beginning to wait for the coin flip.
I agree with the OP, but at the same time I didn't like Crystalline Catastrophe that much before either; it used to be a lot harder, but mostly because half the time you could some players spamming torpedoes even though it clearly wasn't helping (quite the opposite).
Now the entity's regeneration is non-existent, and we have some Tholians that just get decimated by a 10 player fleet, not exactly progress. The aim to bring more abilities into play is a good one, but the entity, like most enemies in PvE, still only deals spike damage, so there's no particular reason for dedicated tanks or healers, and it's still very much a case of damage, damage and more damage.
I'd like to see an elite version where the entity does a lot more damage but with frequent, weaker attacks, and regenerates fast enough that the team has to have at least five ships firing on it at all times. By dealing more damage overall there would be more need for tanks drawing threat onto themselves, and healers to support them team, so that the damage dealers can do what they do best.
There then needs to be more focus on Tholian groups while the entity is absorbing damage. Personally I'd do away with the crystaline shards flying around in the battle entirely, except as a visual effect, as they just create target spam that makes it very hard to aim at what you want to.
I dunno, it's nice to see the mission actually back, but there is zero challenge involved, and no reason to interact with your team whatsoever besides hoping that they shoot when they're able. I did the mission today and it took about 5 minutes from start to finish, and that was with a very mixed fleet; I expect a fleet of all escorts could do the mission in ridiculously quickly.
If bosses are going to be given abilities then more thought needs to be put into what they're used for and what play-styles they promote; the entity's abilities don't really promote anything since any light heal will fix you right up, while tactical team keeps your shields up the entire time while you just fire away. As terrible as the borg high level enemy mechanics are at least the threat of being rapidly killed at any moment keeps things interesting. I'm going to get my 14 shards then never play the mission again until the next time it's reworked, and it's a damn shame