Okay, after following this project for several years I gathered my thoughts together after trying out interactions.
So I was huge fan of YL1 and what it brought to the table - realistic simulation which most games lacks or pays little to no attention. FVNE or YL2 solved many issues YL1 had, but it brought additional features/changes that actually repelled me from playing this 'app'.
I'll start from core points: Technical.
Inventing soft body and penetration system based on SDFs is tough and brave move, it actually brought realistic interactions and no such product in real-time entertainment currently can do similar things.
There also goes mesh blending which especially needed, since you can attach your own parts/meshes.
Hair/fur system. It's okay-ish getting fur in one click is fine, but managing fluff is pure pain in the ass, as well as controlling fur.
The same goes to painting, the whole system relies on 'masking' areas to paint/add fur, which is incredibly inconvenient and slow.
Style.
I think it was my biggest let down, because YL1 actually inspired me to start making games and overall 3D involvement. But style shift from semi-realistic to nearly toony and dumb-ish character styles, was not good decision imo. Character design looks more like mannequin with slight uncanny valley in it.
Even with "realistic" sliders on muzzles it just makes things worse. Which is a shame, because body anatomy and accuracy is just on another level, thanks to Dogson and brilliant body morphs.
Environment.
There's not 'playable' environment per-say, but lighting in some scenes overly dark or way too bright, and there are no settings to turn off annoying AO or Chromatic Aberration. Default scene for interactions has horrible default Unity lighting, but that's fixed on latest version.
Animation.
That's juicy part, but my feelings are still 50/50. On one hand it's copy paste interactions from YL1, on the other it's more advanced with huge leaning towards creators ala 'SFM' animations.
But who actually needs it? With same complexity you can rig any model yourself and animate it in Blender, the outcome will be somewhat better.
Yes, timeline system is neat and all, but still, there are a lot of limitations, and you will need to find compromises.
UI/UX
It's horrible. Period. The whole UI is menus under menus, and of course, you will need to invest good amount of time to understand what works and what doesn't.
I really hated YL1 UI I hoped they will change it in FVNE, but nah.
Gizmos. I lost my counts how many times I missclicked rotation, or bone points - everything thin and tiny. It worked incredibly well in YL1, what happened?
Entry threshold
Let's just say, it's pretty high for average user, you need to create your own character from scratch or use wonky and derpy template ones, read manual several times, create average animation. If you are pushy enough, create several anim events with cum event (woah).
Of course, cloud with characters or with upcoming cloud anims can solve this such high bar, but pretty sure 99% of it will be out of your taste.
Which actually leads to last questions: Who is this game made for?
At first, I thought it will fill the gap between SFM and Blender, but SFM has huge models library, advanced lighting and literally created for cinematic animations. Blender doesn't need any introduction - you can do whatever you want.
But can you change the lighting in FVNE? No. Can you add your own scenes? No. Can you add your own character or change the style to match own needs? No. Can you create complicated poses, outside of most classic ones? No.
So, in the end I have no idea who actually wants to create content in this 'app'. There are much more flexible options on the table.
As for fap-content, literally first page on e621 with tags 'animated' and 'order:score'.
P.S. Paywall drama
I get that everybody wants to see food on the table, but once it shows obvious signs of greed it repels many potential buyers and long-standing fans.
Bringing in new anti-piracy measures won't protect your game, it will just delay the inevitable. Because some people cracking games not because they actually want to play specific game.
You just don't underestimate how pirated games increases sales, because the easier to pirate specific games, the higher chance that end user will buy this product, because it's 'cool' and 'I want to thank developers for such great game'.