The throwables tracing was also pretty easy, but I had to go through a few revisions of how I was handling it. I initially was looking into using VFX but the sources I found did those in a way that seemed to require refactoring the way we handled throwables. Our game uses physics and just applies a force to the objects, whereas the sources have the player aim to a location and then calculate the arc for it to fly, which is easy to wire up VFX to as well. Because of this difference I chose to simply create a phantom version of the throwables which removed some of the behavior such as exploding after a time or attracting guards on landing, and changed the material to an earlier draft for glass that was intended for bottles that was too clear for that purpose, but makes a great "ghost" material.
Finally, for this sprint I wasted a lot of time with bugs and tasks that were duplicated between multiple designers. I had several hours of time spent essentially reading through tasks, testing and finding out it was no longer an issue. This stemmed from a broader failure to report bugs as we find them, so at the start of the sprint we all made tasks for what we knew needed to be done, which led to several of us cloning each other. I believe I made a reasonable effort when making tasks in this way to check if there were duplicates, but I'm sure I can't be absolved of all fault here. My theory as to why this only came up now is that we were doing a good job checking for tasks before reporting, but this last sprint we got too excited to be done with the project and the degree, so we rushed it.
The other reason for this doubling up, was because several of them were art related issues, and they would simply get fixed as someone integrated the art assets, which isn't something I had the experience to foresee, even though now writing this seems obvious in hindsight.