For me, it's the Maul trio that's the most frustrating. One attempt I can be close to 1M while the enemy team is at 70% enrage, others I'm barely at 500k while they're at 80% enrage. Otherwise, I agree, this raid is an RNG filled/dependent nightmare. Lousy player modifiers, OP enemy stats and modifiers, bugs, what else. Even the more consistent teams, like Gungans, can suffer because of that.
The Krayt raid, now that was a good fight. It had a new and interesting enemy instead of copy-paste enemies, complex yet easy to understand mechanics, the required characters were for the most part easy to get and decent outside of the raid, the enemy modifiers were challenging, yet we also had player modifiers that actually balanced things out.
From there, it became worse. The Endor raid had unique mechanics that unfortunately made little to no sense, there was no room for actual theory crafting, at the very least you could put it on auto and get about 70% of the max score.
Now, the Naboo raid has copy-paste enemies with little to no changes, a lot of the toons are simply useless outside the raid, one is locked behind a JG event that has appeared only once during the raid (FYI, I have JJ, but I can understand why others are frustrated), another is locked behind Proving Grounds if you didn't get them unlocked during Conquest (same as JJ, I have Queenie, and all the other toons, but still frustrating), and all the other issues I listed in the first paragraph.