Honestly, I am getting to the point where if a dev wants support, they need a roadmap or at least a really good idea of what their story is going to entail and the eventual out come. Games need to stop being milked and start being completed. It's rough going from cash cow to scratch, but once you have a formula, you can be super successful and actually complete games. Honestly, a dev that spends 3-4 years on a game I like is likely to get very little money from me personally, or rather just some temporary funds here and there vs if a dev has several completed games, I am happy to toss way more money that way since I can reasonably think I can see completion of a game. I am not the biggest fan, but Darktoz does this well in how he eventually sees an end and while he tends to recycle, he takes what works and was popular and hones it for his next projects, something I think is admirable.
It's too much wishful thinking for things to really change at this point in time, but really, I rather people plan a game, conclude it in a reasonable time, move to next project. We might even see far less burn out from talented devs this way.
I agree with most of the points you made here, with the caveat that, as long as a project feels like it has meaningful updates every time that move the story itself forward, (not just expand content for 1 or 2 characters or add a side quest) I believe it is fair enough for such projects to be extended over a long timespan, (even by a new dev) especially if you can see that dev has put a lot of work and passion into the project and has an underlying vision that drives them forward. (games like KG, ANLIS or even one of my more vanilla-leaning favourite games with some lezdom in it, Rise of the White Flower, come to mind)
Maybe I'm a bit biased in this as someone who's recently started a ren'py project and is trying to learn daz studio and develop it into a proper VN, (I have extremely little free time in my personal life so it's mostly a passion project I'm not 100% sure I will be able to release - depends a bit on how fast I can learn daz studio, whether I can find the right assets etc) but I think new devs that start a really ambitious project, especially if they offer reasonably low tiers for people to support their game, should not be discarded out of hand, as plenty of the best femdom games I have played were rather long and expansive projects that took (or are still taking) plenty of updates to completion! (like the ones I already mentioned, Mistresses of the Forest, Seeds of Chaos, TiTS, Mistress vs Slave, hell, even the og MGQ's English translation was released in 3 very long parts!
) Some people just can't be motivated by the idea of writing a short story that doesn't explore its own characters and themes in depth, and personally I don't think there's anything wrong with that as long as the creator has a vision for the plot and the updates aren't obviously just fan service that doesn't advance the narrative.
Anyway, I too was a bit disappointed in the previous Boring Days update, (the psychologist and secretary one) especially because it felt very much like fan-service oriented horizontal development, but as Jenny is one of my favourite characters that badly needed some extra content for a while now and I also like the increasingly dominant wife, I think I'll enjoy this one much more. Hopefully the dev looks at some of these last few posts and maybe starts continuing the maid and Belinda plot, which were the original femdom paths in this game, in the following updates!
Oh, and if you're curious about my femdom VN project, I wrote a little more about it
here. All the best to you raven!