So many flaws that I'd like to write about. Someone mentioned it before, with the Joker's Wild, if the challenger spun 3 jokers and answered the question, the game ended right then and there. The champion was not given the chance to spin to try to do the same thing. I always felt that was unfair, although kudos for allowing the newcomer to spin first at least.
Tic Tac Dough w/those annoying red categories. I preferred when Wink was at the helm, you needed $1,000 or more or TIC & TAC before uncovering the dragon, and the only red category was the Bonus Category I believe, that doubled the pot when chosen. The red categories, too many for me, ruined the flow of the game. I liked if a player missed, that gave the other player a slight advantage at times, not picking a red box to get 3 in a row in one turn essentially.
Way back in the day, when Chuck hosted Wheel of Fortune, the wheel had a "Buy a Vowel" space on it. I believe if a player landed on it, but had less than $250, they lost their turn. If they had $250 or more, they were forced to buy a vowel. I wonder if someone landed on it when all the vowels were already revealed? That would have probably caused them to lose their turn. Subsequently, that space was ditched very fast!
When watching my Price is Right DVD set, seeing the one gentleman try to cheat to spin .40 after spinning .60 in the Showcase Showdown, led to the implementation of the one complete revolution rule.
Lucky Seven had a flaw, back when zeros (or is it zeroes?) were used in the car price. Spelling Bee to me is flawed because you get 2 free picks, and could in theory win the car without getting any pricing questions correct. Pass the Buck you can get nothing right on the pricing portion yet still win the game. Let 'Em Roll also allows the chance (slim though it may be) to win the car without getting any pricing questions right, same holds true for Hole in One, which is why I have such disdain for that game. Stack the Deck theoretically also has this possibility, but at least w/that game, there's some challenge to it, getting all 5 digits right and in the right order too. There are many flaws to many pricing games, but I dont' want to have a 30,000 mile long post.
Password Plus' end game had a flaw. An illegal clue lowered the $5,000 by $1,000, so in theory, with 3 seconds left, the giver could just say the word, and allow the civilian to win $4,000 instead of just a mere $900. Super Password rectified this issue quite nicely I'd say.
My $0.02 on the whole High Rollers 1 left thing...the one thing I seem to remember happening once, I could be mistaken, and I think it was during Wink's tenure, a player had a 1 and 9 remaining in the big Numbers, and had an insurance marker. The player rolled the 9, and was forced to remove it and win only $800. To me, the player should have been given the option to use that marker, but the rule was "if it's a bad roll you have to use it", and 9 was a good roll, but unfortunately it yielded the 1 being left to stand alone.
Catch 21's flaw is the point system. If a player with say 0 or 100 points busts in round 2, and the other 2 players have 200 points or more each, the end of that round is somewhat anti-climactic.
I definitely want to revisit this topic, there are so many more things I'd love to flesh out!