you hit the nail on the head.
The problem with this game, as I've said other times, it's that it was meant to be a "free Roam" so the whole basis of the game and some of the storlines started out that way. So a storyline like Tatianna's (which is the most complex of all and was already the most complex in the "free roam"version) has now become complex to handle. In the case of free roam I would have made 2 or 3 paths and made it impossible to reach certain events. Doing the visual novel, so seeing the characters every week, I had to find a line that joined all the paths and consider all the variable.
Surely, in the future, for the next games, I will write the story in a different way and the paths will be designed from the beginning in a way that makes the plot easier. The problem is not the large amount of characters and variables as these characters and these variables interact with each other. When I did the reboot I fixed a lot of these things and changed some plots but I was still limited because some stories and plots were already decided. For the future the plots will be thought in a different way and the choices that will be made for "a character" will be automatically reflected on the choices that can be made for another character, in this way there will be a great freedom of choice, but I will have an easier control of the global game.
I understand that it is not easy to understand, from my words, what I have in mind for the future but I assure you that I have a very clear picture of how to do things.