Ok, I'll spend some time to write:
-In the future, you should hire a writer, the relationships with the girls, are not good. They are plain, artificial, predictable, boring, and sometimes lacks of reality even on a fantasy game.
Calling every female on contact "Sweet thing" makes you hate him, because you say it to everyone, there is no realism in the relationships, it doesn't matter how grind you make them, using the wait button to repeat the cycle, doesn't make them more valuable, the experiences you make with them in the history, yes.
Girls that are unique, are not tied with grind mechanics, they are tied with good and numerous experiences as quests that could be part of the history, and having kids, it doesn't feel as a good and important mechanic, but a fetish hole to fill.
-Remake the development of the Main Character, you cannot expect, that someone who had a babysitter veteran in the first mission and fight bandits, in the second, you own a castle, in the Third Main mission you "defeat" a Wyvern. Looking cool doesn't give you a good history or argument, just show how immature and newbie as a developer you are. Make Main missions more simple at first, and then keep them growing and developing until it is realistic to achieve those big goals.
-Guild system: There is too much randomness in the quests you give, I understand you want to give something to make people level up, but that's not the way, it is a pain.
"Repeatable quest" should not be focused on grinding, but making small tasks like "Search the wolf den and kill them" "Escort a merchant to another city" "Find the bandits and arrest them" "Go into this cave and get me the reagent" and keep growing from there.
On the first rank, doing 10 mission to level up the rank is fine if there is no randomness, if there is 10 is too much.
On the second rank, 30 points are too low.
-Options: you can make some personalization on keys as a QoL. For now, that's what it could help.
-Remove the level up key in the UI and exchange it for a travel mode key, or if you plan to add some type of management mechanics, a management key. As the game continues to develop, a level up key it doesn't help in the UI, it is better to reserve it as a special key in the character page when the time is right. People will travel more than level up.
-Buy properties: let us buy properties as a way to earn more passive resources and money, this way, the resources can be used to upgrade equipment, places, cities, instead of use gold as every currency, for the castle.
-Mercenary/Knights system: mercenaries need beds, salaries, equipment, food. It is also unrealistic that now we have "soldiers" when we just started to see the world, and we are basically a newbie in every field, not realistic.
-Bestiary: You don't have a proper bestiary with images, weakness, loot, it could be a way to make more quests, and unlock new girls. Like, you need to defeat a particular creature a few times to unlock the complete page, get a bonus, special items, give food to your kids.
-Jail and pillory: Bandits and punishment, it is self-explanatory. Curious, because we have slave-traders.
-Skills: there should be passive skills that help the main character not only for the "Fight & Fuck" but to survive out there. You put us in a world with forests, mountains, bandits, reagents to take, but no basic skill to understand botany, survival, mining, hunt and flay, traps, etc. The same with the use of weapons, magic and more that involves combat.
That's enough, for now.