Now that the new flashpoint has been out for a decent amount of time, and I've had an opportunity to run it more than a dozen times, I feel the need to make it known that companions are essentially useless in this flashpoint. This makes it extremely difficult to continue with the flashpoint if someone leaves, disconnects, or can find anyone to join.
With companion set to healer (with 4000+ presence), it is unable to keep up with any more than 90 seconds before the Mind Corruption dot becomes too much to overcome the healing needed to survive. Keep in mind, this damage output discrepancy does not even include damage from the adds, the puddles, the tentacle slams, and the Curse slams.
With companion set to tank, it does not properly taunt, or turn to, any of the adds that spawn at various intervals of the fight. Even if you direct the tank companion towards one of the adds, it does not adequately taunt any of the other adds. Additionally, the nerf to companions in 6.x has left even the tank companion with inadequate levels of health and mitigation, even with 4000+ presence.
As for DPS companions, I haven't tested nearly as much, because DPS role is more plentiful.
Please consider either buffing companions to allow stronger or more efficient usage of their roles, or consider nerfing the Curse encounter so that it is more possible to complete with companions being used in the group.
Thank you.