Finished a couple more runs with some feedback as follows. The SP damage from the eyebeams is avoidable if you are familiar with the spots Llolth spawns and the terrain near you, but it is not as fun playing a divine if you are forced to run for cover. Furthermore, people have already mentioned that this mechanic is disastrous for rangers, paladins, melee bard/souls, or basically melee with a blue bar. Please rethink the way this is implemented to either provide an exception for these types of classes or remove it entirely. Rangers and paladins aren't exactly the cream of the melee crop in DDO and making them even weaker relative to Barbs, Fighters, and Monks is not a good thing.
Also, on one of our runs Llolth spawned a teleport gate inside of the barrier that Anna needs to run through to complete the raid. Is this working as intended or just a potentially frustrating random occurence? Basically, we spent the next 10 minutes reassembling the people who ran through and running all the way back to the end to kill another group of portal keepers to get the barrier down again for Anna to pass through. It wasn't a big deal on a normal run but having to deal with a new group of those portal keepers on something like an epic elite could be resource intensive and overly frustrating.
I like how there is a small pillar to seek cover near the barrier door from the eye beams and some of the eye laser damage is mitigated with resistances. These things are a step forward for making the raid less of a trainwreck to run and hope some other good things are on the way.