Those are some interesting thoughts, we definitely tried our best to balance towers to feel impactful both in early and late game, although this of-course becomes a problem when trying to cater to different types of players. We love that the tasks were received so well as we spent some time making sure they added to - instead of taking away from gameplay.
and yes, we went through a lot of iterations on the map design, eventually opting for the one you played. In hindsight, adding a way to increase damage for a tower might have allowed us to focus players into using less towers, while also increasing the risk of the "freeze a tower" task variants, but alas.
We will of course take this into account with future updates so we appeal to as many as possible. If you have any things you felt were missing in the game we'd be happy to hear them, maybe new tasks you wanna see?