It's even more fun to make a hard level that has a generic skillset, though. Like for example, how "No Time To Die" just gives you 9 of everything, or "To The End!" gives you 20 of everything except builders, and you're on your own to figure out which ones need to be used and how, rather than simply having a few extra duds thrown in.
It's also quite fun to set lower % requirements than the intended solution will save. For example, the intended solution on Coalburner easily saves upwards of 90% (and indeed, you'd have to go out of your way to lose much more than this), yet it only requires 80%. Many of the PSYCHO (and to a lesser extent, Danger) levels do this. PSYCHO 6 "The Bulldozer" is very evil on this - it requires 98%, and gives you a blocker. Good luck finding any way to actually use that blocker - the intended solution uses only builders and bashers, and should save 100%. Of course, there are some levels where doing this just isn't practical, as saving the requirement is part of the challenge in itself. PSYCHO 28 "To The End!" is probably the best example of this - imagine how much easier it'd be if you could just leave a couple of blockers lying around throughout the level. Instead, you have to either find a way to get them to turn around in the position they themself were blocking (obviously without using another blocker, since then you'd have to free that one) after you free them, or find a way to avoid using blockers altogether. (In a very rare display of niceness from a PSYCHO level - either way is possible.)