Don’t try to do it with “as a mistake.” That’ll only allow you to catch literal strings, and you’ll be certain to miss something (“take everything,” “get all,” “pick up all”).
You also can’t easily do this with commands on actions, because the way “Take all” is processed is that it executes a separate taking action for everything that’s takeable. So if you’re in a room with a rock and a ring and you type “take all,” first it does the “taking the rock” action and then it does the “taking the ring” action. While the Instead rules are running the action machinery doesn’t know whether this is happening because the player typed “take all” or “take ring.”
If your purpose is to keep the player from taking things that don’t belong to them and getting punished for it, the simplest solution is something like this:
Definition: A thing is hazardous if [your criteria for determining that goes here].
Rule for deciding whether all includes something hazardous: it does not.
That allows “take all” but won’t let the player take any of the hazardous stuff.
If you just want to completely disable “take all” you can do this:
Rule for deciding whether all includes something: It does not.
This will also mess with “drop all” and the like, but you may be cool with that.
Lastly, if you want to try something fancy where you let players take things up to their carrying capacity and then tell them to stop, I had some code for this in one of my games. This is 6G60 code, not sure if it needs an update. But this might not produce the effect you want, and also involves some tinkering with the internals of how Inform handles “take all”–it uses “the multiple object list” which is the thing that Inform uses to execute “Take knife,” “take fork” etc. when it’s doing a take all.
If you want to find out more about this search the documentation for “deciding whether all includes” and “multiple object list” if that’s something you want to explore.
[EDITED to fix code mistakes]