Separate tabs would likely be best, but some reorganization will also be necessary.
I see now that the team members have generated names, but I had no idea until I clicked the "Promote to subteam leader" button, and I haven't found anywhere else they're listed. The names also aren't real names, but they should be. You can find lists of names on the web in plain text you can use for generating random names, or build your own list using FantasyNameGenerators.
In the spirit of educational video games that teach players about a real world concept or historical event (like Oregon Trail did many years ago - there's a documentary about that, and at least one talk from one of the devs) I think you could lean more into the humanity of the team by, first, using a list of real, pronounceable names, and second, flipping the task assignment around - instead of seeing tasks and assigning nameless team members, list the team and assign each member to tasks for a portion of the time they're available that week. Players might assign a single member who has lots of time to multiple short, simple, low-skill tasks, or multiple members who have very little time to a single complex task.
You could also have team members volunteer for tasks that need done, according to their preferences. Maybe a little of both. Put in some kind of UI equivalent of "Alright, who wants to do inventory?" crickets "...Bill, you're on inventory."
You could show a report after each week that summarizes task assignments and gains, and maybe pre-written comments from team members about the work. Managing a team is managing people, so a good team management game should reflect that in some way. This is also where the player could be informed of any curveballs, like "Jimmy flunked a test so he only has 30 minutes with us this week instead of his usual 2 hours" or "Rachel got bored of inventory and stopped halfway through to watch FRC videos with Derek instead". These random curveballs could add replayability to the game and personality to the team members.
But, take what I say about the gameplay with a grain of salt. I don't have your design documents, I don't know your vision for what the game should look like in the end (whether realistic simulator or incremental hyper-expansion), and as I said before, I don't usually play team management sims like fantasy football or whatever. I'm just a simple guy who enjoys a good story.