The reset belongs in the timetable. Putting a room back exactly as it was takes real minutes, and slots booked without allowing for it produce a day that slips further behind with every group.
Staffing is the true limit. A host monitoring three rooms cannot give clues to all of them at once, so the number of simultaneous games has to follow the people on shift rather than the number of doors.
Escape rates are a design tool. A room nobody solves discourages recommendations and one everybody solves feels trivial, so tracking the outcome of every game shows precisely which puzzle to adjust.
Rooms have a lifespan. Bookings decline once the local audience has played it, and knowing how many people in the area have already been through it tells a venue when to invest in a replacement rather than in more advertising.