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So there is no reason you shouldn't eat a cake? Doesn't sound dynamic to me, introducing shatter crates! They break under any load too strong, whether you like it or not!

On a more serious note, I do recommend you try to design puzzle elements that have both advantages and disadvantages. If an aspect of a puzzle only has advantages, the player will take that path. What you wind up with here is essentially puzzles glued together because the player will beeline for the cakes in whatever order is most fit. Not that that can't be a good puzzle if you obfuscate the order, but having more options for you, the designer, to control the player will help create more diverse puzzle opportunities. 

I really like a game called I Wanna Lockpick, a game about opening doors with keys. In the second world the game introduces a door that requires exactly zero keys of a color to open. Before this, there were interesting ordering puzzles, but the zero door introduced a new concept to juggle: divisibility and remainders.