We just require everyone to bring 5
Purification Potions as a "DKP entrance fee" for Archimonde. They have taken care of most of our curse+punt/fear problems, since mana isn't really an issue on this fight it's not a big deal for healers to use them. We also drop a Fire Cauldron for spike fire damage. Our kills have been with 2 Shaman, but Tremor is not a big factor. We position our raid on the "uphill" side of Archimonde in a 180 to lessen the distance created by punts, and leave a resto druid 70ish yards away to HoT/decurse people in the back. Arch isn't free loot, it can go nasty quick and get get discouraging if you have slow/bad internet raid members.
Here is a link to a video I put together on our first kill. It obviously got messy around 20%, and the MT died at 11% during a fear, but up till then it's pretty clean and allows you to see positioning.