They're complaining specifically about anacondas, which are faster than most player species. It's more sensible to simply be prepared to vaporize any anaconda that shows its face than it is to be prepared to repeatedly break out of constriction, and I don't know that players need more incentive to put off the Lair branches.
If you had read the post you would have seen that the word "naga" is in one of the sentences while "anaconda" is non-existent.
This isn't an incentive to put off Lair branches - above all it's a change that makes the Snake Pit more interesting when you actually do put it off.
Shoals is nothing like that. Shoals 5 doesn't even get that bad.
The rune room has multiple javelineers, aquamancers, impalers, and sometimes a siren to ensure that you don't make it a bit easier by stepping around the corner. If you're really unlucky, Ilsiuw or some other pack will join the party. I don't know if you only play casters that can drop a Freezing Cloud in and close the door or similar builds, but for many character types Shoals:5 is the only threatening branch end around XL 20.
A character who has beaten Lair and Orc can (usually) take hydrae, death yaks and the more dangerous types of orcs, including the casters and priests, without near-death situations every time. This does not mean that they're prepared for impalers, krakens and (alligator) snapping turtles in water. In addition, Shoals has a very open layout with terrain problems because you really don't want to fight some of the creatures (including turtles) in water because of their speed boosts. Perhaps you don't play enough weak character types or something, but this really smells of Freezing Cloud, etc. again.
It's true that Shoals is no longer as bad as it was in comparison, especially considering the new Snake ending and constriction thing, but it's still way behind Swamp and harder than Snake if you're not some kind of flying invisstabber. In addition, the reaching change somewhat compensates for Snake's rise in difficulty.