I have played both as support (Cardinal) and buff reliant DPS (Meister) on this dungeon and I definitely enjoyed playing both roles even with the chaos associated along with the runs.
Yes, dispel is annoying because it removes 90% of my buffs but it also gives the other damage dealers something to do to support the current class dealing damage to the boss. Additionally, it also removes the status ailment the boss gives as the fight ensues. So you have to communicate with your party members what needs to be done at the current moment in time - buff, clear cats, damage, tank etc.
The movement speed aspect is a fun addition to keep everybody together. Yes some classes get separated from the group as they enter/exit the portals but it adds both tension and coordination with everyone with the party. This is an end game instance, you're supposed to bring your own consumables - tokens, pots, scrolls, etc. and be geared enough to be able to tank a few hits yourself. You can always ask your party members to walk with you, heal you, and res you as well.
I do agree with Choi's suggestion regarding the warping a certain amount of people within a timeframe to keep everybody alive. If I'd like to add to this suggestion, how about diversifying the mobs (ele lvl 4/ranged dmg only/phy dmg only)? Since everyone can move in groups, I think this would still align to the theme of "togetherness" as you navigate this instance.
No mvp cards needed to clear this run. With the right composition and proper communication, clearing this instance is assured.