The problem is, when the minigames are released in beta, the balancing is always crappy. I doubt if anyone is thinking about game play strategies, when planning a new event. First setting in thr anniversary event seemed that they assume going for full clearling the boards is a good strategy, in the Summer event, it seems that they forgot about taking away the stars from the boxes.
Adjusting balance is one roll of beta server, but now Inno is relying to much on it. Beta server should better be used to check more precise balancing.
During my masters thesis I had to write a software to do calculations based on some input from the user.
I tested it myself and it worked fine.
Gave it to a colleague from the same division and it worked fine.
Gave it to a colleague from a different division and it broke completely.
I found that the reason was that I as well as my colleague from the same division knew which input values were reasonable and restricted the test inputs to those. The other colleague did not have our background knowledge.
I think it might be possible that the devs do playtest the minigames but they do so with the knowledge how they designed the game to be played and therefore get the results that they were shooting for.
Then BETA players come along and find more efficient ways to play and all your balancing goes out the window.
It is for this reason that I suggested in another thread that the BETA players should be incorporated earlier in the development cycle of new mini-games because then they could base their balancing around the results that players achieve who do not know how the game was intended to be played. Beta testing the whole event would then be only for testing on a larger scale.