No reason to be sorry, it's ok to explain our likes and dislikes, that's why we discuss things here after all. Don't know if it's possible to have multiple and switchable interfaces in a game; if so, it would be great, everyone would be allowed to choice what they think it's best.
About chow fun font: since ren'py takes the font with such name in game folder, it can be changed with another font by simply replace the original font file with a new one: not recommended though, it may cause glitches and out-of-textbox sentences.
Such a thing is theoretically possible (picking interfaces via the 'settings' menu), but of course this would require a lot of 'if/variable switches' to be added here and there in the code, to adjust positioning. Comical requires more 'line spacing' in places than DejaVu Sans, even at the same font size, so it required a number of adjustments to implement.
Which is why the interface mod took a lot longer than I anticipated to get to this point, since several users (plus myself) weren't huge fans of DejaVu Sans in this instance. I do have other stuff to work on too, you guys...
In short, it'd be a bit of a pain to do. Not sure if you could set up a 'use BKScreens 1 if default, use BKScreens 2 if alternate interface' check to 'bypass' all that, but if you could , that might be interesting... but of course then there would be two sets of code to 'maintain', which Goldo might not want to do. Plus, such a 'master switch' would have to cover multiple files, since multiple files had to be changed to implement the mod. my knowledge of Renpy is hit and miss, and more 'miss' with Python, so I'm not sure how you'd do that...
ChowFun is easier to deal with, if someone hates it that much. I used it mainly for 'headers' and 'placards', not 'readable' sections (say dialogue and the bulk of the brothel report), as it better fits the 'theme' of Brothel King. Brothel King is set in a 'fantasy-like' oriental environment, and IMHO DejaVuSans is MUCH too modern a font for such an environment, but I get that some people don't care about that. I think that you could swap out the Chow Fun font very easily if you wanted to, just give another font that you like better the same name, and place it in the /game folder. Heck, you could even 'duplicate' Comical as 'Chow Fun' if that was your preference.
I suppose you could do the same with the Comical font, i.e. rename DejaVu Sans as Comical, to 'swap out' the font in the interface mod, if it bothered you that much. Just make sure to leave an instance of DejaVu Sans in the /game folder as well, for the girl names... I think that 'reverting' to DejaVu Sans would be less impactful, as things would simply 'shrink' a bit here and there, but I haven't tried it, so I'm not sure about the 'unintended consequences' of such a change.
As for the 'background colors' for various jobs on the girl thumbnails, well that's by far the easiest thing to 'fix' on the user end.
Simply pick the colors you want, and change the style tags at the beginning of BKScreens.rpy that relate to job descriptions to all be the same, or a smaller subset of colors, if that's your preference. For me, the colors give me a very quick reference as to whether I have the various 'facilities/job types' covered at a glance, and how many girls are actually working today, without actually having to 'read' the job descriptions, which for me is faster, but other people might not be as attuned to 'color coding' as I am...
Redundant? Maybe, but again, visual cues can help speed things up for the 'trained' eye, once the relevant info has sunk in.
Also, as I mentioned before, I tend to think of the gal thumbnails as 'playing/trading cards', and IMHO BK really can use splashes of color here and there to make the game feel a bit less monotonous color wise. Personal preference and all that. Some people like strict uniformity, others take issue with excessive uniformity...
As for the brothel report, yeah I get that some people like the 'long form', but it's a visual assault on the eyes/wall of text, hence why I picked the 'more interesting' bits and added them to the menu as well. Which makes the 'long form' of the brothel report a bit redundant and unnecessary, looking at it from another point of view.
The whole point of the interface mod is to reduce the number of 'scrolls and clicks' that a user needs to make when interacting with the game, and to a lesser extent to make the game a bit more interesting visually. Less time spent hunting down info equates to a faster playing experience. This is why I went with two columns of girls in the slave market and at the brothel, that way more girls could fit on the screen at once, and you can more directly compare the girls to see what/how everyone was doing, without having to scroll as much. Same for the calender, which incidentally is now also more informative than it was before...
But of course, if you like all that extra scrolling, and clicking, and opening up interactions with girls, etc. to try to figure relevant things out (again), more power to you. Again, personal preference.
If someone wanted to take some time to 'dumb down' the interface mod to their own tastes, well I already put it out in the wild so I can't exactly stop you. But it has sped up my playthroughs of BK significantly (as well as a few others), so going back to Default really feels like a big step backwards to me. Goldo and his team put together a very interesting interface to begin with, and deserves the vast lion's share of the credit, I just tweaked it here and there to streamline play.
Renpy lends itself well to modding, and modding things to personal preference is a good thing IMHO. We may not all agree r.e. what those preferences are, but then that's the point of mods, isn't it? Finding/creating what you like and using it, or tweaking it to taste.