I know you meant to include the pdf mod makers as well, but this was too good a line not to latch on to to launch a rant. I hope you'll forgive me for some dramatics).
Naughty, I think a large part of the issue with people's reliance on walkthrough mods here is a result of how most devs using Ren'Py structure their scripts in a similar manner. I touched on this in my review here... how this game is not set up like a logic diagram of choices. Unfortunately, that is how so so many devs do things with Ren'Py. I think that is because, for the most part, these are all amateurs breaking into the VN world, and most of them are not professional or even experienced amateurs in doing any creative writing. So they make a story outline up, then build the scripts so that you have to follow certain choices. If you laid it out on paper, you'd have this logic diagram with AND, OR, NAND gates, etc... and only one path possible to reach the "main lewd scene" These devs will spend hundreds of manhours on their renders (rightfully so) but then knock off the code in like a week. It's one of the reasons I use cheats a lot or I unlock the console and play with code directly - because I want to be able to skim past this poor coding and just get the "story" Heck, these are supposed to be simple games and/or visual novels.... we're not trying to unlock the Da Vinci Code here!
So most of the users here have been conditioned to think there's only one correct choice to get to the "juicy bits" so to speak, lol.
You, on the other hand, are actually a damn good writer. And you seem to have a firm grip on programming as well. I even fell into the trap of thinking your story would be similar in construction and so I was making saves at almost every dialogue choice when I first played LoML back in Sept. But then I started experimenting by deliberately going back and trying both paths out and I noticed that what you do, in most cases, is give the MC multiple dialogue choices that change the next several lines of dialogue. But then, in most cases, you'll guide the story back to where it needs to go. Some of those choices will impact dialogue later down the road, but very few choices will lock you out of the main content. So your MC choices are not there to influence forks in the story... instead, they are there to make subtle dialogue changes, so as to ENHANCE the story for the player by giving them the feeling that they are an active participant in the conversation.
This blew me away when I realized what you were doing. Not only by how much better it made the story, but by how much effort must have went into this.
If I was ever going to write a walkthrough for this game, I think it would be less then a single page long. Just those few major forks in the game that relate to the side characters and whether you want to "play" with them. Everything else, i would just write "Do what you think is right... there are no wrong choices"
PS: I have a confession to make. I did a really stupid thing back in September when I was playing 0.6.1 - I got to, I think, it was the end of Chapter 4, then your "Light of My Life" end-of-chapter background came up. I'm a little quick on the CTRL button when I want to bypass some loading or transition screens, but I didn't realize that you had disabled the ability to skim past these end of chapter transitions. So... stupidly ... I thought I had reached the end of the current content. I missed out on the whole Chapter 5!!
It wasn't until I played this version the other night that I had realized my mistake, lol. On the plus side... I had a huge amount of new content to enjoy!