I personally think we won't see any exclusivity until near the end of the game. It would seem a lot easier to me to save this until the last couple of episodes, at which point we'll just be playing through our respective endings based on our earlier choices. If we have to make a choice by the end of this season (likely ep 8) when there are still at least 2 more seasons to go, not only would this lock off a lot of content in each episode, but it could also potentially increase DPC's workload as they would likely have to create parallel events for each path.
I know we've had some parallel events already, like with Maya, Sage, and Sarah in ep 2 and with Maya and Quinn & Riona in ep 3, but having to potentially make parallel events for every LI and maybe even some side girls, for each scene that would involve a LI, for 8-12 episodes, is a lot of work. The current system is much easier where you can have events with all the girls one after the other, even if it leads to a slightly shorter episode if you've cut off some of them.
I agree parallel events are harsh for the developer, but the thing is we're already stuck with that. At the start of Episode 6 the only girl whose relationship with the MC is locked in stone is Jill: she's casually dating him, period. All the other girls MIGHT have a sexual relationship with him, but they also might not.
We got the first taste of that in Episode 5. Sage's scene will automatically lead to sex or not depending on your choices. Maya and Josy have a similar, if more complicated, setup. (Bella's near-sex scene is still optional, but only if you previously made a move on her.)
Unless the story not only allows but
demands the MC to reverse course and start sleeping with Maya/Josy, Sage and Bella by the time Jill comes around, we're going to have alternate content for selectively chaste MCs whether we like it or not.
Given that, I think it would be easier to limit the MC to a single path as soon as practical. It will still be a combinatoric headache, but at least we don't need to branch every branch based on how many other paths are open! Otherwise, the only solution will be to keep the different paths as unrelated as possible (so their interactions don't need to vary based on the status of each one), but that would rob the game of a lot of its immersivity.