I understand Raid groups were added and later removed, long ago, presumably due to issues with loot and xp distribution and exploits around that.
I suggest implementing a Raid UI that doesn't change anything about how the current 6-man groups work. Leave tagging, and XP, and looting as-is.
A Raid UI would, ideally, let us visually link 2 or more groups so we can see all members of each group and their vitals.
Obvious benefits include: Letting us view disconnected players, players not in zone, alive, dead, letting players see all raid members on the Map & Mini-Map,
and, most importantly, would let healers view/target players outside the group.
A floating raid leader icon would be handy, too.
Other helpful idears:
Tombstone rez: A rez that would let you rez a player to their tombstone if they accidentally released before they could be rezzed.
Presumably this would be hard to obtain or high cost or high mats or very long re-use timer (or all of the above) (Maybe it takes multiple players to cast.. like summoning Fangy? Séance Rez?)
BC AoE Cast: Being a BC in a large group is a boon for the group, but a chore for the BC
Let BCs have an AoE Cast for Toes and Skins and such. Make it small, like 1 meter, so everyone who wants that specific buff can stack on the BC.
That way, it won't override buffs for other folks.
Raid UI would be helpful for: Eggs, Civil Service, Dragon, WB event, ZL heart/lung groups, proposed Statehelm events, Druid Events, Povus, Bovus, etc.
Relevant comments from Citan from the annals of history:
"I'm happy to add some raid-style dungeons if players want to do them, but I don't intend to push players into raids or PvP or whatever else."
"Sorry, there are no plans for groups larger than 6. Most monster encounters are balanced around a max 6-person group, and several skills are balanced around this max as well. We played with some other sizes earlier in alpha, and eventually settled on this group size. There are upsides and downsides to any number, but this one fit the best."