This is a problem in a similar vein as the aforementioned pitfall of repetitive missions. The final boss of a level should feel like a final exam, a cumulative assessment of the tactics you've learned and experimented with in the level leading up to it. Handling certain enemy types, avoiding hazards A and B, and making effective use of ability C should all come in to play - otherwise why did you learn them in the first place? There's plenty of room for unique mechanics, to be sure, and even random additions are better than outright grinding. In fact, new variables unique to bosses have produced many of the best and hardest bosses gaming has to offer. This is another area where Destiny consistently stumbles. Instead of topping off Strikes and Heroic missions with top-shelf baddies, it just ups the health levels of what are essentially tall grunts to frankly ludicrous levels. This does little more than lengthen fights - in extreme cases turning them into 30+ minute affairs - without actually challenging players anymore than the standard enemy. It isn't terribly difficult to dig a well with a tablespoon; it just takes forever. And while we shouldn't hold our breath for Cartesian wells equipped with puzzle elements, varying stages and diverse movesets, we can at least ask some of them from our Halo bosses.
A freelance games writer, you say? Typically battling his current RPG addiction and ceaseless perfectionism? A fan of horror but too big a sissy to play for more than a couple of hours? Spends far too much time on JRPGs and gets way too angry with card games?
Well that doesn't sound anything like me.