And the lack thereof.
As I mentioned last post (wheee, a month ago), ToGC25 is very much not like Ulduar. And I mean that in a bad way; Hard-mode Northrend Beasts is punishing to a degree that makes it harder than the entirety of the normal instance, combined and tanked at once. And if you ignore the questionable logistics of that statement, you know it's otherwise true.
ToC25 is not hard in any way: the deaths we see on the fights are almost always due to disconnections (thanks Wintergrasp!) or people being so numbingly bored that they fail to notice that they're standing in fire with a rat gnawing on their head. And half the time, we just heal that person through it. In short, it is insultingly easy.
Then you get to ToGC25, and Gormok bites your tanks' nuts off. If he doesn't, Acidmaw and Dreadscale are sure to make up for it by killing your entire raid if they so much as twitch out of position.
Again talking to Aeman, he put my issue with the zone far better than I can: my issue with the zone is not its difficulty. It is ToGC25's startling lack of granularity in its difficulties.
For those playing the home game, by that I mean (er, Aeman means?) the degree to which a system - in this case ToC's difficulty curve - is divided into small parts or pieces (grains! tee hee!).
To illustrate, let's compare the difficulty curves of Ulduar and ToC using ever-so-awesome MS Paint graphics, shall we?
This is (roughly, so I don't have to graph 13 bosses) Ulduar:

Oh look, a nice curve, increasing as we go. It's designed the way games are supposed to be designed: increasing complexity and difficulty over time gives the player a chance to develop and adapt to the particular mechanics and themes of the content. It also allows them to partake of content early on, increasing their interest in finishing the content.
Yet here we have ToC+ToGC 25-man:

Note the spike: the closest I could get to representing the zone's irrepressible desire to gouge out your eyes with a grapefruit spoon. This curve is not, as I may humbly suggest we put it, "fun."
I love hard content. I do. Again, I don't mind having hardmodes that are simply beyond what our guild can do; I mind having zero content at all.
So what does this have to do with granularity - with gradual scaling of difficulty?
Well: Back in Ulduar, I knew I'd never see Algalon. It wasn't going to happen, and I was ok accepting that. The reason I could look at the fight and know it wasn't for me was because I could look at everything that stood between that fight and where I was and say "wow, that's a long way off, and this is already getting hard."
As players, our expectation is that the next challenge ahead of us has been designed to be doable in our current state, and that challenges down the road will require further growth - in this case, in gear, mechanics familiarity, and skill. In the MMORPG world, it is a natural extension of the idea of questing: you complete objectives in order, and are sent on to the next set of tasks and challenges. When we are sent on - often in a literal "go to zone B to see Person X" - we expect that we are judged to be sufficiently "ready."
This is how games and stories maintain continuity. And it's a reflection of reality, too: we lift little weights before big ones; we learn algebra before calculus; we learn to walk before we learn to run.
In raiding terms, ToC25-normal asks us to lift a 15 pound weight. Hardmode Beasts then asks us to bench 300 pounds. It is that disparity - and the implicit expectation of the designers that the one somehow leads naturally into the other - that so irks me.