I do some proof reading/editing for another game, and this is probably the thing that I most contribute towards. There are so many tiny, impossible to teach, idiosyncrasies in the English language that you really need a native speaker to read your scripts. The guys I work with have been great and really open to my suggestions, so it's been a wonderful experience. But a guy like L&P would probably be really tough to work with. Tiny things like "Humph vs Hmm" or the placement of a comma, can make a world of difference. It's these soft, informal, elements of writing that L&P tries to avoid and the story suffers for it.
Like a lot of people, L&P writes Sophia as a character with a bullet point list of descriptive facts. She's married. She's a teacher. She has two kids. She has a college degree. etc etc etc. The problem is that this approach can struggle to ground a character and connect them with the audience. He's at his best when he's describing things, or having characters regurgitate facts and observations. But when it comes to the intricacies of writing a conversation, AWAM has very uneven output. If you think all the way back to the sauna scene, that was my biggest complaint. We get this long scene with two characters, one of which is brand new, and instead of writing compelling dialog L&P instead had Sophia regurgitate well known facts (such as she's married, she has two kids, she's a teacher, blah blah). THEN we get a simple one or two sentences of exposition telling us that Sophia and DeShawn "had a nice conversation". Literally we had something like 20 frames of a back and forth retelling of facts that we already know, but not one sentence of life-like conversation that could have expanded Sophia's character and given DeShawn the foundation of a character.
I'm not saying L&P has done a terrible job of writing AWAM or Sophia, it's just an observation of where he's strongest and weakest. Having someone that could come in and give suggestions for the right language to use, and how to write a conversation in English, would go a long ways to improving the game's dialog.