Since you took the time to read and reply with thought put into it, I shall do the same.I apologize if this sounds accusatory, I promise I don't say this from a place of malice - it seems to me that the issue is as much an expectation issue as an implementation issue.
Before I go any further than that, I do want to say that I completely understand your frustration. The game is meant to be self contained, but I'm new at making games and entirely self-taught. My intentions and the end result don't always line up, and there are lots of improvements to be made both with this game and with me as a developer.
With that in mind, about the maze and trophy 1. The garden maze is set up the way that it is so it mirrors the maze in the demo; not to try to send you to the demo, but so that if you played the demo and solved the maze, you can get a reward easily in the main game. The direction on finding it isn't clear because it isn't meant to be a huge or necessary reward, just something extra for people who took the time to play the demo or actively wanted to take the time to solve the maze. That's why the "hint" at the uncle's Estate is as subtle as it is; it's supposed to be evidence of how smart you are that you managed to figure it out, and you get something within the game as a bonus.
Trophy 1 is set up the same way. It's not really part of the main game (really, none of the trophies are), it's an extra reward for people who played the demo (or made the decision to put the time into finding whatever other trophy).
But I do need to clarify something: Trophy 1 isn't in the garden maze. It is hidden as an invisible thing to interact with, but it's in the trophy room inside the mansion.
So, some follow up questions (and anyone is more than welcome to answer any of these questions) - would you rather see the garden maze be easier? The hint be more obvious? The reward be better (and if so, what would be a better reward)? Have the maze and reward be removed entirely?
I don't think moving it to the left is going to make a difference, because you're the only person I've had acknowledge it as a hint on their own so far, but if that's the ideal solution (or even if it would just be a little bit more helpful), it's something I can do.
For the other annoyances, starting with fixing the floor manually - should you not get the item pickup notification when you interact with things? I get that needing to push the button an extra time can get tedious (I've played through that section close to a dozen times; I really get that), but is such a simple thing really what turned you off of the task, or was there something else about it that didn't sit right with you? I put in the option to skip it after fixing the first 10 holes, it can be skipped at any point after that, and I ask you three times if you're sure you want to do it the hard way - should that be set up differently (and if so, how)? Or is it a communication issue, and you never realized you were able to skip it?
It seems odd to me that (and this is probably going to sound accusatory again - I promise I don't mean it that way, I'm only explaining my thought process in hopes you'll correct it to improve my understanding) you would actively choose to do it that way, and your reaction to your own decision is to tell me that it's bad after ignoring the existing alternatives. It's not easy for me to figure out what to do with that information when I've already put in a way to skip the tedium.
What other time-wasting decisions do you feel were made? How did you expect those things to behave? Is there a particular way you'd prefer to see those things be? If you're more specific, I might be able to address those things and make changes.
I'm not actively trying to waste anyone's time, and I do a lot of playtesting to make sure the game feels good to play. To me, it does. I've tried talking to people outside of F95; it feels fine to them, too. I don't know what feels like a waste of time (or what makes you feel like I'm disrespecting your time) if no one tells me what that is in a way I can act on.
Same with QoL changes. I do have a long list of changes I want to make that have accumulated since the previous major release, and after this next major release is out, I'll be taking more time to focus on those. I have no problem with making that list longer based on feedback. What do you think would improve the game? What improvements do you think can be made that would fix the issues you have to the point where you would return? What feels like a punishment for doing what you think the game is asking you to do? What could change to make those "punishments" not punishing?
I've said it before, but I'll say it every time if it makes a difference - I love feedback. Even if it's harsh. Feedback gives me insight that I can't otherwise obtain on my own, it helps make my game the best it can be, and helps me improve as a developer. I can't do much with "lacking QoL improvements" though.
Trophy 1 being in the Trophy Room is unexpected. I honestly figured it would be that blind maze. Guess I'll have to re-explore that trophy room once I get back into playing it.
Now I do realise it's the same maze as in the demo, that's how I was able to solve it. The problem in that maze is that the one talking bush doesn't stick out at all. You actually did it pretty nicely at the Uncle's Estate: every bush looks the same, save for this one (which mirrors the talking bush). It easily catches the eye. In the blind maze, everything's overgrown and/or lacking proper care. There's already a mishmash of different objects. The bush should sport a unique look (could be simply adding a sparkle to it or whatever) so that players think "something's different here". Players would walk up to it and interact with it. It'll frustrate them a bit that nothing seems to be happening but not too long, figuring it'll play a part later in the game.
Then, once you enter the Uncle's Estate, having that layout (with no hedges along the correct path, preferably on the same side) + a bush sticking out should be enough for players to remember that maze from the beginning. It needs to remain subtle and be thought-provoking. What frustrated me is that, while the hint was there, it wasn't accurate (the correct path is blocked several times).
For the floor, I didn't want to leave it to her to do the entire job. To me, it felt like a "test": seeing if I'd reveal myself to be like her previous Masters, ordering her around while they sit back and relax. The narrative led me to believe it was my opportunity to show her things would be different here. I didn't try to skip.
For collecting items on the fly, I don't know if Yanfly released a plugin for your version of RPG Maker. What I do know is that a plugin exists where the text just briefly appears on part of the screen without pausing the action. It removes the additional click every time. Otherwise, showing it the first time only (with a short monologue just before, like "Guess I've got to gather all the ruined furniture") should be enough.
About the time-wasting grievances, it's mostly being encouraged to explore the place without finding anything of worth. Attention has clearly been put in, yet when I look, there's actually nothing to do. Adding th efact the maps tend to be on the bigger side dna mazey (at least the forests), that's a lot of walking around, taking turn after turn, only to see virtually nothing of worth.
Not everything/everywhere should have something to do. But if you've played games like Baldur's Gate, it's important to have stuff like the hidden Writ and Hold around. The dead girl or the dead hunter (kinda odd he's disrespecting the dead hunter I found, but that's just me). The hidden love shack. There was some stuff sprinkled in that got me looking... but once it got to the deeper forest where you need to cut wood, it was just vast lands of emptiness.
That's what felt punishing/like a waste of time. In other words, it struck me as: effort put in at first, then not so much. Obviously, this is false but that's what it gave off to me. Instead, there should be tidbits of lore. That's the perfect opportunity to provide world-building elements for those who are interested enough to go ou tof their way to learn more about the universe you've created. It could be seeing someone else's Maid or Butler in action, or Folks, for a daily or special endeavour. Or ruins. A monster den (e.g. wolves for the deep woods). Lots of possibilities.
Right now, I'm falling asleep on my keyboard so I might continue at another time if you wish, but I hope what I provided was helpful enough already.