A number of commenters on A Transient Endgame have suggested that the Transient endgame shouldn't be the same as raiding, that it should be different content.
I don't think that is the best of ideas. First off, it's arguably the situation we have now, and that's what I'm trying to get away from.
Second, content creation, especially art and model creation, is expensive in terms of manpower. The more we can reuse art for both Transient and Extended content the more total content can be created.
Third, as I said in the post, but should have emphasized more, Transient content needs to be as close to a "First Class Citizen" as possible, without destroying the Extended endgame. This is best accomplished if the differences between Transient and Extended content are as minimal as possible.
If it's same raid instance, it's the same art, the same bosses, the same story. I suggested using the same loot for similar reasons. Quality of loot is the key driver for PvE content. Quantity is less important. Transient raiding can be the same in all respects except difficulty, achievements, and quantity of loot.
As well, the main complaint about Transient content from Extended players is that the Extended players feel they have to run all this other stuff to keep up. Sharing raids immediately keeps the Extended player from being forced to participate in extraneous Transient content. But they can still run that content on alts if they want to.
Finally, Transient raiding is just a formalization of an existing practice. Pickup raids already exist, especially in Wrath of the Lich King. The desire for that content is already there. We know that, if organizing a pickup raiding can be made easier and more successful, there is a ready audience for that content.