Well, by 16th level it's very difficult to nail down exactly what the party has or doesn't - and that can be a huge swing on the adventure design. ... It's one of the reasons I've always thought high-level adventures need to be tailored to the play group
I agree that High Level play often does require tailoring adventures specific to a play group, since no combination is ever the same, but I do think that there are some principles of high level play that can be used as a foundation.
Thats one of the reasons I really liked Lair Actions and Regional Effects as a DM tool that shifts the focus away from just PCs bashing monsters towards consideration of the wider environment, action economy and tactical decision points while maintaining the creature's overall theme. Regional Effects by covering a range of a mile or more shift the encounter our from direct confrontation towards consideration of wider approach, exploration and atmosphere.
At high levels, the party is going to have increased mobility of Flight and Teleport, powerful divinations, terrain control magic, and huge AoE options—so the encounter has to be dynamic and respond accordingly and in 3 dimensions.
1 Teleports should trigger defences or arcane backlash and vertical movement and aerial defences should be built in as a standard feature, the entire encounter space should be primed to shift and adapt.
2 Divination can still give information, but it should be vague and include misdirects as well as clues.
3 Terrain Manipulation and AoE attacks can both mitigated in a dynamic encounter by leaning in to dynamic shifting terrains and spreading multiple non-combat objectives that force PCs to make decisions on which objectives to address first - direct damage of the BBEG, stop the ritual, save the NPCs, disable the teleport etc.
4 Resource renewal is pressured through multi-waves of attack, environmental hazards, and choices that deliberately cost spell slots, HP, or magic items to bypass. Magic items can be integrated into the story as keys, batteries, or puzzle components that need to be sacrificed, rather than just power-boosters.
5 And finally the Creature itself should change using layered defenses, minions, traps, mobility, power-ups and entire phase transformations.