Here's my feedback- I played about 3/4 through the current content, modifying some parameters as I went. Mainly I changed the job efficiency contributors (I only figured out intelligence was detrimental halfway through and rationalized the change by saying that you need a good memory to wait tables, also I felt social should have a bigger impact on a lot of areas) and removed the opinion malus from rejecting requests from girlfriends to dump their rivals. I was bf to all 15 employees (sister was tricky) and my change made the opinions fine, but yeah, too much dating! Next time I think I'll simply promote saying no to monogamy and advocate for casualness. I also figured out how to swap portraits, so that meant I could hire girls not based on looks.
Anyway, I agree with other commenters who feel the intro is weak- I very nearly stopped before the first month, though I'm very glad I didn't. The problem being that you have very little to do (especially if you focus on building endurance) and waiting for the council to change laws is very passive. Compare that to Hentai Highschool, where you need to schmooze and corrupt the PTA to get anywhere so that you feel that you've achieved the change, not that it's been simply handed to you. In my game, the council was happily corrupting the town with negligible input from me. The trouble with HHS is that it's a bit all or nothing, I think you could make it much more nuanced here.
My idea would be to make one of the commissioners a relative (an Aunt or family friend for incest-safe) who isn't up for the town becoming a hooker's paradise like your character (at least initially) but does think the last council were idiots and would like to see some fun in the city, if only for the economy. She could give you advice on how to approach some commissioners (only needing half) based on their personality- a greedy one might want you to approach from a business angle, compassionate would like a sob story about your father's dream etc. She'd be clear that you're not coercing or bribing anyone, just doing a little lobbying. You could choose which ones to approach and you'd design it so spending 1 time slot every one or two days would let the vote for extended hours pass. You're right in not wanting to be too wordy, hopefully you could keep the above to being little more verbose than your sisters' events (ie not very). You could even make that the basic tutorial, with nerds like me who like reading having the option to use the help as they go.
Once the more mundane laws pass, I'd crank up the difficulty requirements so that, again, you the player have to actively corrupt/manipulate the council to get the more exploitative laws through but you may have to wait until your club is properly profitable.
Hopefully this would give the first month a bit more structure, the player an achievable (but ignore-able) goal and more agency in town changes. Of course, you're the dev, take or leave what you will.
Smaller issues:
-Like I said it's unclear what's needed for a job. I probably don't want it spelled out like int=-.1 but some kind of job description saying intellect is slightly detrimental to it would help a lot.
-I feel travel time should only use a quarter of a tick. There was never anyone at the uni for example and so I ended up save scumming to not waste time slots. If an action is taken at any point, that would end the tick though.
-Recruitment seems heavily weighted towards traits and lewdness. You can get physical stats from the gym and job skills from books, then fairly easily pass those onto your employees but those others you can't. This leads to the weird situation of not caring that my potential dancer tripped over 6 times during the interview, just because she kept making bawdy jokes. Maybe skills need a soft cap derived from their traits, and traits should be malleable (one goes up, another down, perhaps with a reversion to their natural state barring continued influence). It's not realistic, but it's not realistic that I can convince my workers that they love working weekends. I think it's OK to have the game's characters more changeable than reality's.
-If I want my cook to switch to my new manager position but don't know her manager skill, I should be able to ask her to take a test. She may refuse or get grumpy, I think that tradeoff could be interesting.
-I'd also love a football manager style spreadsheet when you're recruiting, highlighting the needed skills and, where known, how the candidates match up. You could filter unemployed/working/own employees and of course m/f. Maybe at the end of each row, an assistant could estimate their job skill based on available info and their own managerial skill.
-I see that "attract" is a variable in some jobs' efficiencies. Is a character's attractiveness stated anywhere in game?
-More interaction (animosity?) with the rival owners, since it is SC Wars.
-Is a quicksave, quickload possible?
So yes, I'm asking for more complexity when you're probably trying to uncomplicate stuff. I also don't know how feasible any of this is (not a game designer) and I realize it would all take a heap of time. But please take it as a compliment that I've put this much brain juice into this, it's a very solid base to be launching from and I'm looking forward to whatever the next release brings.