That's the beauty of level designing! Lemmings are "incredible contortionists", as the manual says, which forces the level design to learn to "say" exactly what he means. According to Mike Dailly's webpage level designer Dave Jones had a lot of trouble with this, and a lot of feedback from his colleagues.
Hah, I wouldn't mind a little more feedback from my colleagues
"KEEP ON TRUCKING" was likely meant to use all its blockers, but if you stretch your builders you can save three blockers.
I don't know why they don't just use steel to block the way to the exit, instead you get a bunch of crystals that you can just bash through. Though maybe in this case, they weren't good enough at the game to complete the level by that route (which is conceivable, the game was still fairly new then). "HIGHLAND FLING" is a worse example, you can just bash through the wall at the start, yet the intention seems to be to build and block around it. And worse still is the Holiday level
"A Single Lemming", which is so badly backrouted that it's hard to even imagine what the intended solution might be.
This video is not mine. The PSP version of Poles Apart has a backroute.
Porting levels to other platforms is another matter entirely. I know this from personal experience, as I've 'ported' some of my levels to Lix. Subtle changes in the lemmings' abilities (in your case, bashers continuing with lower terrain in front of them) can have unexpected consequences. That makes it all the more important to playtest the levels well - which sadly, of course, isn't the forté of game developers on a tight schedule