Would be nice to be able to define Task names in templates using variables that would resolve based on information about the entity they are eventually assigned to. So if you wanted to make task names unique across shots, you could define a template task like:
Shot_[Current Shot]_Animation
Even better (and I'm sure much more difficult to implement and figure out an interface for) would be dynamically creating tasks based on filtered aspects of the entity. For instance, if you need a shot task to sim hair for each Asset of type Character linked to the Shot:
Shot_HairSim_[Asset Code FOR EACH (link > is an > Asset AND link > Asset > Type > is > Character)]
NOW we're talkin. ;)
Thanks,
-T