Specifically with what though? I can understand the repeated interruptions or the default characters being loose enough to slide down a bar stool... But in my experience, a handful of custom characters with decent virtues and traits are more dynamic than even AA2U AI.
I'm not that person, but I'll try to answer briefly.
Characters react to someone else's gender in the toilet/locker room/shower. Characters can react differently to the other gender in this room depending on their mood, virtues, character traits, and relationship level. Characters can deliberately set someone up and take another character there to create "drama" (perhaps this is simply not taken into account by the game, but it looks like a gimmick). In the shower, characters are naked and when they are seen naked, they make a unique, slightly variable and multi-factorial remark (the same with the locker room and toilet, and each room has different reactions). In the locker room, characters can change clothes and you can see them changing clothes in real time, that is, for example, they can be caught half-dressed. Characters go to the shower after physical education, some characters wash off sweat there, some characters hide from other characters in the shower or toilet. There are many other things that I can't remember...
Locations are not just a background, but have their own specifics. The city is shops and the subway. Shops of three types. Each shop also has its own small distinguishing features, these are not exactly 3 dummies with different names. The subway is the passage home. Every morning begins with some characters already at school, some are still riding the subway, some can skip the first lesson (it all depends on the character traits and type). Characters can invite each other to go to class together. Characters lose their bag after such a trip, so you can see who is technically already "at school". During classes, characters can invite someone to skip in the infirmary (which has its own mechanics) or in one of the shops. Characters have lunch breaks and depending on some conditions, they may want to have a snack in the cafeteria / on the roof / in the yard, and also invite another character. In the evenings, characters tend to invite other characters to go shopping, someone may invite you to study at home, someone may invite you to "study" at home. Characters go home in the evenings and to do this, they first have to use the locker room, change into a school uniform and pick up a bag. The bag shows that the character is ready to go home. Characters say goodbye to you when they go home and forbid actions with them. Characters can invite you to go home together and here, too, there are different answers depending on the relationship.
Unfortunately, it is impossible to describe briefly here how big the difference in depth is. When we talk about AI in general, it does not mean that AI is only when two characters run up to each other and reproduce a dialogue that satisfies only 2-3 conditions. If we talk about AA2, then a huge part of the dialogues are varied with a dozen necessary conditions for certain dialogues. In addition, there are much more reasons for the characters' dialogues in AA2. SVS is an almost completely empty game on interaction.
I have probably given less than 5% of the different, small features that fill the game, make it lively and deep. You kind of run and participate in many activities, which meanwhile overlap each other and create situations and mini-stories. And what about SVS? This would be my counter question.
(hahahaha now a clown will come and write that I chose the way of explaining the example using a toilet. And that it's stupid to love one game more than another for this. It's funny, right? Let's laugh.... Oh, how I adore low-grade humor and low-grade taste of people)