For starter, thanks to the devs' for fixing the taunt bug. Even if many of us will miss it, it was a necessary step to have a better server indeed

It now allows for T1 Lair bosses to not get farmed like they were nothing more than rats and they are alive more often than not, which is quite a feat compared to before! We even have Order and Destro fighting each others to get to them, which is awesome!
T1 Lair Bosses are however IMHO, imbalanced for their tier. I know it's totally not a priority, however getting those badasses looking items is really a nice feeling to have when you finally leave T1 for T2 and it's always nice and joyfull to get a new player to discover this quite hidden aspect of WAR.
However it's awfully hard. A lvl 11 Tank fully geared with armor/tough talis, Decimator, inf rewards and SCs weapons will get killed in 3 hits by a lvl 11 Hero, even if he has 2 healers focusing him (my test group : lvl 11 fully geared with other Lair wep BG healed by a lvl 8 DoK and a lvl 10 Zealot). The thing hits just hard. Maybe that's just an impression, maybe it was a statistical anomaly, but I got to do a few Lair those past two days, and the tank just couldn't survive and it always ended in a Benny Hill-esque circus with usually one of the DPS snaring the Lair Boss and people running around in circle, which is in my opinion barely an improvement over taunt-exploiting.
I guess it's a symptom of the fact they don't have their abilities so they resort to auto-attacking more often.
The most logical solution for players would be obviously to bring in more players! You create a WB, you get a second tank, one more healer, then you invite somebody that decided to check if the Boss was up, and in the end, you have a dozen people competing for two pieces of gear. That's the best outcome. The worst outcome is people making two separated groups and fighting each other for the loot with scummy "Let's spam DOT at the end of the fight to get the killing blow". And I think it's unfun

Even if in the end, the job of the devs aren't to babysit players or pampers us (especially in Alpha), I think it would be a good idea to slightly tweak down the damages of the 3 T1 Lair Bosses by a slight percentage (maybe 15%?) so tanks can tank them

Of course that's assuming you devs are okay with 6-mans being able to down a Lair Boss, which maybe you aren't and prefer to think of them as really a WB-like challenge? Then it could be nice to have them drop maybe 3 or 4 pieces of gear instead, with an immunity to snare on the bosses to prevent 3-man or 4-man farming?
Anyway, those are my suggestions/feedback, thanks for reading my wall of text and I apologize if it's been suggested and talked about already, cheers!