Honestly, I agree. And for like, a dozen different reasons.The only two legitimate projects for Inno to be working on at this stage are continuing the main quest and updating/tweaking/outright-goddamn-replacing the engine so that the main quest even can be continued.
Literally anything else is shit.
Any distraction from a stated goal is an intrinsic bad. Progressive distractions from that goal become worse and worse. One obstacle to a goal is bad. A second is, by definition, worse.
The Nyan romance was shit, due it it taking time away from making the game that Inno claims to want to make.
This romance will be even shitter, as it takes additional time away from making the game that Inno claims to want to make.
The next romance will be even more shit, as it will take even more time away from making the game that Inno claims to want to make.
I literally could not care less about the "quality" of any side projects at this stage. Inno could raise Shakespeare from the grave, get him to write the next pointless NPC "romance" and I'd still call it shit.
Inno. It's time to make your game now.
The biggest one is progression. LT has approached progression as a thing that'll just sort itself out later or something. Which isn't how game design works.
If we had all of the major zones in the game, romance quests could be designed to progress with the player. Rather than having all these quests just circling the same two blocks they could drive progress forward a bit. It'd also make the time locking make more sense. Like, okay, you have to wait a week in game. But during that time, rather than just fast forwarding, you should be progressing the main story so that you're into the next area that should be relevant. If you want Nyan's quest to take 5 in game weeks, have that quest involve areas that the players would be advancing through.
If you do this kind of thing a lot, you create a world that the player actually need to like, give a shit about. Rather than just power leveling through a zone and then never going back to it, you've created reasons why the player should visit areas multiple times.
Plus it just gives you more plot potential. We don't need more quests that just run us in circles. We don't need another quest sharing the exact same warehouse location. It would have been so easy to just put Kay, the most forgettable forcing of a specific kink into the game, in a different area. And I can think of a dozen plot ideas that work with Nyan's general direction that could use other locations.