That's like the most unoriginal wizard boss killing i have ever seen.
Recent buffs to bosses, in my opinion, are a great thing, because i am used to idea that bosses require either a group, or a very skilled person who really knows what he is doing (So not just summoning EDK and giving it improved invis).
What i would like to adress more is what Ecthelion wrote. Good number of bosses on Arelith are just average mobs with higher numbers, or more spell usages. Of course there are exceptions, and those are lovely, but i would love to see more Diversity between bosses. During my ways through different nwn servers i saw elemental bosses, vulnerable only by the opposite element (Fire x Ice) and such, and i love it because it required a group who knew what to bring with them. It made wizards use other spells then maxed IGMS. It made WMs having special weapons for some bosses. I have seen a boss who when he hit 50% split into WM, Cleric, Wizard and AA, and i have seen a solutions like two sorcerrers counterspelling Cleric + Wiz, while others quickly killed them, while WM was tank-able, and AA was dealt with by darkness. Thats something that makes you remember those, because they are just awesome.
But the other thing is to actually reward players who are crazy enough to form a group and do this. What suprised me on arelith when i started was how easy it is to gather some resources. On lvl 12 when i did The Mound, i gathered enough mithrill for two sets of armor, and i was quite.. disappointed how easy it was. When we did Aurilites (before the buff) it felt really cheesy to have a rune there, because when we were in more difficult dungeons we had a cool chance to mine some iron after the last boss.
So what i would love to is on one hand more diversified and unique bosses, but also some rewards for beating those, which would feel rare. Aside from T3 runes, which are just a blessing from RNGesus it seems, most things you loot dont make it exciting, because you already got them on much easier content. Maybe something like making the bosses who would require a group to run, but on the other hand had better chances on T3 or whatever would be nice. If dungeons have different levels of difficulty, it would be nice to actually have different levels of reward. Like if someone is selling 'some awesome rare piece of ore' you would look at it and be like 'Whoa, that guy must be pretty good, and have a pretty good party to be able to gather those'