What kind of tasks are they designing? They have elaborate instructions and game-play but they also add "you can destroy the X". That defeats the whole purpose of the task and almost ensures that the task will not be entertaining but a scream fest.
What was the point of being able to destroy the ladders? There could have been some other twist which was more to with mental prowess and cleverness. If it is ok to destroy ladders, then that's what everyone will do. How can someone save the ladders? If you want to add the destruction clause, then you should add some way in which contestants can save their ladders. If how to save is not described, and is only "saving it by preventing the there person physically", then that's what the task will become.
In the toy task, what is the point of making the other team as quality controller? When the task is about completing the order on time, then it is obvious that the other team will try their best to prevent the other team at that point itself. This one rule makes it pointless for the rest of the team to continue making toys. They could have laid out some objective quality checklist which is not subjective and based on the whims on the quality controller.
They need to come up with proper entertaining tasks where teams can make interesting strategies use their brains to cleverly win them.
All these task episodes are so difficult to watch. Most of the good stuff is in the Unseen videos.