Meta commentary on game making: SJ-X is one of those games that successfully managed to use game systems, instead of story paths, to make something that seems a LOT bigger, more engaging, and more complex than it actually is...
Systems, as in, here, a set of stats that you need to reach to do anything, and you have a lot of freedom on how (well, not really how... which order of actions...) you happen to reach them.
More than it actually is, because all that freedom is an illusion: all the story paths are on rails, albeit on stats-related rails, that you can achieve in any order you choose, but with very little freedom in how you do so.
And that my friends is game design genius: giving players the illusion of agency, but with none, really, because the actual story is entirely on rails, and all the complexity (i.e. development effort work) is well managed.
Oh no, that's not a criticism, I loved playing this. But I also know when I, the player, am being played, and this is exactly what good game design is.