As a kk user I don't know if he's thinking of all this, but he's one of the best at making use of the very limited hardware of the studio. For instance panning the camera just a few centimeters below the jawline makes every character look like shit. And what this dev has pulled off is finding the perfect scene angle and making every scene look good every single time and I'm not sure you know how many devs wish they could pull it off myself included.
This is me personally but I'm not one to discourage a dev from utilizing his style and skillset, and settle for more of average where he can. Whatever he's been doing it's been working well for him for the past 2 years, so personally I think this is more of a nitpick than a problem.
That's fine, I recognise they've done very well visually compared to the vast majority of other koikatsu users (so well it's almost unrecognisable as koikatsu). Their composition is also phenomenal. Every picture looks great. Perhaps I have the terminology wrong, because I also agree that angles in animation can make or break the look of your models.
I do think that the presentation of those angles, such as rotating them so that they're tilted when viewed on the monitor, can make the picture look better. And in this work, there are many times it has been utilised well (the sex ones especially). It's an extra layer of visual flair. But this is a visual NOVEL, and as a storytelling technique, imprecise use makes it less powerful.
It's not about "settling for average," it's about learning to guage when standard techniques will better serve your storytelling than non-standard ones, and knowing how to use each are both parts of one's skillset. I think the phrase "when all you have is a hammer..." is apt here. You can get stuck in the mindset of using the one tool you have and are proficient with, rather than growing and learning new tools that better fit different problems/niches/situations.
Edit: I do not mean to say the dev doesn't know how to use standard angles/techniques. The first encounter between Milly, Hana, Elysa, and Natalie in the hallway is one example of good, standard work which, if memory serves, was finished neatly using one of those "jaunty angles".
I could use a fine point-tip brush to paint a 3 metre landscape. I could detail every blade of grass, until it's photorealistic. But I'd also have a quicker and easier time if I combined it with larger, flat- and round-tipped brushes with standard techniques that gave the impression of detailed grass, while giving my focus, my fine detail, to whatever is the foreground and "main character" of the painting, such as a large tree. The grass, being less detailed, serves the function of drawing the viewers eye to the more splendid tree and magnifying it (like some photographers that deliberately keep the subject focused and the background unfocused/blurry). A technique which requires less effort in the grass is not "low effort," or laziness. It's a deliberate choice that serves to enhance the detail work given to the large tree. Your style is not the techniques themselves, but HOW you utilise the skillset.
Granted, I come from a short-story writing background where everything has to serve a purpose. You could develop a very extravagant style that puts maximum effort into everything and no part has greater focus over another. Abstract art is one example (but they don't tend to leave an impression other than being impressive). And one has to consider time, not of the audience, but of the artist. Will your patience, creativity, and in this case, horniness, last long enough to complete your work? What other works do you want to give time to? How much time do you have?
Is this a nitpick? Yes. Is this also a problem? I think so, but I also have no insight into how big a problem it is. For all I know, deciding to give a jaunty tilt to a shot in post and actually doing it might take all of ten seconds. Or it could work from the opposite direction, an angle is chosen and poses are made/changed to fit the angle of the shot, which takes much longer to make look good than if you used an angle you already knew how to make the models look good in.