We also never put a puzzle out to the world until a bunch of us had solved it. There was a long gestation period, and there's a "puzzles-discuss" mailing list for working out the kinks (and, in many cases, rejecting certain puzzles entirely). So, yes, you have to make a real commitment to do it well.
On the other hand, developing the puzzles was a lot easier than most of the coding on our real system, so it's all relative. It was actually really fun to do this stuff, and a nice change of pace. One of ITA's best developers (Justin Boyan) would take it upon himself to create the "perl postcard" solution for each problem. Another (Jim Rees) would always make an incredibly fast C++ version; it usually ended up being not only the fastest of ours, but faster than all the submitted solutions as well. I learned things just by reading his puzzle solutions. :)
I found the process rewarding beyond the hiring benefits, and I'm sure I'm not the only one. (Well, I hope so, at least.)