The effects that were visibly not working in the video are the usual suspects. That was not an off-day for the land, that's the usual. In fact, the block effect on Mt. Beanpole was surprisingly moving on their visit.
I believe Nintendo is to blame for a number of the complaints brought up. The overly loud music, overstimulating visuals, lack of signage, proper communication, or traditional design language and a few notable blind turns lead to a land that is completely unreadable for an average guest.
People have no idea how to refill their Freestyle cups, what is a ride and what is a game, what a Power-Up Band is, how to get downstairs with a Scooter, and especially where is the bathroom. They hide the bathroom not only behind the same blind turn as they hid DK, but also behind a large merch cart, so even if you look around that area a good bit you might not find it. You're far more likely to find the exit to Yoshi's Adventure instead.
There is no seating for Yoshi's Snack Island, so people have to just crouch sit on the floors eating their calzones. The very small stroller parking area downstairs shares the space with the primary TM doors and the elevator doors, so very often a TM door will open and slam against the back of a scooter waiting for a busy elevator or a parked stroller, because there is no signage saying "Don't park something here!". The elevator signage is also gendered? The Male / Female sign above the space makes everyone think that the stroller parking area is actually the bathrooms, which could make sense given its' proximity to the restaurant Toad Cafe, (which itself doesn't have bathrooms or even washrooms with sinks. You have to walk out of Toadstool Cafe and all the way out to Donkey Kong Country to wash your hands before eating your food.), but once they walk inside they see nothing even like that, and are just completely at a loss to where a bathroom could possibly be.
I think one of his best critiques is the lack of clear communication of an exit path. The Bob-omb Hallway has a fire exit sign above it, and is the clearest exit sign in the whole land, but that will just lead you in a big confusing loop right back where you started. There is a path out through Peach's Castle, but the secondary door is very often completely blocked off from use, and it requires going upstream of the very busy main entrance. The actual downstairs exit has a decent sign that is blocked from almost all angles by the giant red Block in the middle of the plaza. I have to wonder if the land would be less busy if more people had an easier way to get out of there.
The red stanchions are the result of Park Operations attempting to make a workable situation out of the mess Nintendo and UDX built. The land is obviously crazy busy, confusing, and actively works to trap people inside, so lines are needed for M&G, Toadstool Cafe, and Power-Up Bands queues, but there is no infrastructure for that. From my knowledge, a lot of the red queue ropes are up as "Temporary additions" to the land, and are only there with partial approval from Nintendo, if any at all. That's why the red stanchions around the Power-Up Band games around November / December of last year are gone now. Nintendo doesn't really want anything like that. How would that work? I don't know, and I'm willing to wager they literally have not thought about it that hard.
I could go on. The land has many, many things that I really do enjoy about it. In certain ways, it actually achieves a number of the things that Galaxy's Edge advertised but never delivered on. I'd love to talk about that soon. But on the whole, the place is so hostile and is built without much regard to how people would actually use the space. It's a big trap that holds people in a state of limbo where they don't know where anything is, what they need to pay for, what's Mario Kart and what's Mine Cart, how to get up, down, over there, out of here, until they're just cranky and tired and more than ready to go. It's like the best worst theme park land ever.