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Pushing a pipe over a wall into a different puzzle is a fun idea! Especially if the puzzle that's missing a pipe is clearly unsolvable without it. A lot of logistical issues to consider there, but probably worth the trouble. Generally exploring more pipe-on-a-wall scenarios would be interesting, I agree.
Making the metapuzzle only solvable depending on your solutions of individual puzzles would be neat, but I feel a bit too demanding. I think of it as a victory lap, so asking players to resolve individual puzzles in a harder way would affect the pacing there.
Re: difficulty symbols, the reason I decided to add difficulty rankings was to encourage players to explore. For example, I didn't want players to get stuck on Axis Denied for a couple hours before they realised there are easier levels elsewhere. The main argument against that is that difficulty is subjective and inevitably some people will disagree with certain rankings, and that maybe getting stuck on a "medium" level feels bad. In hindsight, i would probably label many of the "medium" levels as "hard" (Trident being an obvious place to start).
The puzzles requiring lateral thinking (e.g. No Escape, Archway, Sunken Path, etc) are probably the most subjective. Some see it right away and some struggle more on these than any other. Depends how your brain is wired, i guess :)
So I think labelling puzzle difficulty is definitely a bad idea, but the risk of people playing this game linearly is worse? Hard to say.