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Speaking as a person with less GM experience, I would prefer to have the CR of dragons/outsiders etc reflect their actual capabilities and be consistent in how they are applied compared to other creatures/NPCs. This would make it easier to use them in encounters that I design because it doesn't have a hidden assumption that they are going to be used as a solo monster.
If you want to make it easier for a GM to use as a solo monster, maybe a general rule or template could be designed to help turn a creature/NPC into an appropriate solo monster fight. The PF system already has problems in encounter design for solo fights. Enemies are either too powerful and wipe the floor with the players if they aren't holding the idiot ball, or they are overwhelmed by the action economy.
If you look at how other games treat solo enemy fights, they normally have padded HP, more actions, and attacks/moves that put pressure on the entire party, but not high enough damage/threat that they can one-shot party members. Then again, many games also make their solo enemies hold the idiot ball and not use their abilities to the fullest. Personally, I've always found encounters that involve multiple enemies, terrain, and hazards to be much more interesting and satisfying.
For enemies that normally come in groups, I can see a potential problem in the other direction. Solo they are weaker than normal, but group synergy can raise their threat level above what multiple monsters/npcs would normally provide. I'm guessing you have some sort of adjustment factor to the CR calculations, but if you don't, a tool such as this would make it much easier for GMs to design encounters and have the expected difficulty levels.