Wasn't LQO:O kind of the product of multiple people working on it? I may be wrong, but I remember there were multiple artists on it. As far as I know, TB is pretty much doing it mostly solo, plus not everyone has the willpower to go through that sort of job considering Nymphomania Priestess is turning into something far bigger than any other games he has made.
Games like Haramase Island and Nymphomania Paradox had a set goal established and worked about just like any RPGM games on this website. There is no 'sense of urgency' or 'plot'. Nymphomania Priestess feels more like a 'playground for ideas', the sort of game where a game-maker is testing out if they can branch out to do something different than the usual.
While this is an interesting concept, it has a troublesome drawback: there is possibly not a single end goal set. With Techno letting others decide what new scenes, pairings and situations for him to put in the game, he pretty much renders the plot impossible to fully decipher and it could lead to several rewrites in that regard.
Likewise, the porting is a mixed bag of things: good thing is that it expands his capacity to make new stuff in the game, bad thing is that porting takes a lot of time and it can be buggy as some stuff that works in the previous version of RPG maker do not necessarily work with the newer one.
I would say that a comparison like that is not truly correct, but I do agree that Techno is taking too many risky gambles at once and see what kind of shit sticks to the wall. At this point, he either fully commit to get the game in a working bugless shape, or he can just ditch the product and do something like his previous games.