It's fine to share your thoughts with me, and I generally try to consider what players tell me, although I generally prefer shorter, more focused feedback (simply for pragmatic reasons, as long messages take too much time to reply to).
The sailor sequence is one of the first ones I wrote for the game, so if it feels different from most of the other content, that might be the reason. As for the willpower system, if you have specific suggestions for existing scenes (like "this choice should raise/lower willpower" or "this scene should be affected by your willpower score") you can tell me about it.
In general, while I do use willpower to sometimes reduce options, I have also been trying to not use it too much, as it interferes with players' ability to play as they want. This isn't a hard rule, since thematically it might make sense to affect players if they haven't been diligent with their willpower stat, but generally I try to place willpower checks down the line, so players already had their chance to refuse before, so to speak. It's a balancing act. I also ended up including too many mechanics in the game, so their usage might be uneven (again, suggestions for more will/int/inh checks in existing content are generally welcome).
I didn't design Caliross with multiple difficulty levels in mind, so at this point it might be too difficult balance. It's also worth noting that giving more or less willpower/intelligence depending on difficulty kind of implies that a "pure path" is the best path/ending, but it's not (in fact, I tried my best to write the game so that being a bit of a slut should be more advantageous and fun, with only one exception). It's also why inhibitions can only go down, and they act just as an obstacle to getting scenes, for the most part.
The sailor scene might feel better with one extra intermediate step and an inhibition check, sure. I didn't want the inhibition check because you do need some amount of content that lowers inhibitions without needing a check, as otherwise you can never get started. I also felt like the player (and so, the protagonist) had their chances, meaning that they are deliberately pursuing the sailor after he got his hands on Erica more than once, so it didn't seem necessary (just like I don't have inhibition checks for most "romantic" paths). Maybe I can add a little inner dialogue from Erica when she gets closer after the first time, as she debates what she wants to do and have her inhibitions change the words a bit, with the inability to go if it's really high and lowering inhibitions if they fantasize about what happened. I am not sure how an intermediate scene might look, however.
The sailor is always available because 1) Early on I didn't want to turn it into a grind, especially since content was scarce and 2) I didn't feel like the sailor would ever stop unless he got his comeuppance. I think it's better to have at least some easy to access content, so I'd need a good reason to change this.
Art is the biggest expense. Originally, I had no budget at all, so I was planning to only ever get art for some of the major scenes. Up until a while ago, I was still catching up to that. Currently, almost all scenes have art (but do let me know if a scene is still missing some). The artstyle changed because I had to change artists (my previous one wanted to focus more on his own projects) so there is art from a few more people (when I was trying to figure out who to work with) and my current artist also changed his style over time (as we were trying to figure out what works best and is "close enough" to the original style, although I since gave up on trying to have him adjust his style to fit the previous artist).
I'll think about having some art for him pulling you on his lap.
If you got to the point of having sex with the sailor, and then work as a maid at the inn, there is a chance for him to be in the room you have to clean, and you two will have some fun, so there is that.