Yeah, that can be a problem. And I know from another game where players regularily fail a task "Meet character in the afternoon in the hallway" because there was no need at all to use the hallway anymore (actually there was plenty of bonus content there they missed, too: bathroom door, keyhole, you're catching my drift). But despite the hint explicitely giving time and place, the place apparently disappeared from their memory completely. And while this could of course always be avoided, sometimes it makes sense storywise to have certain things happen at a certain location.
Some games will avoid this by switching the one click mechanism off if such scenes are about to happen, but that can be a bit clunky, too (it takes away the surprise, and depending on how you set it up players may have forgotten how to get from one room to the next the classic way).
/s There's already a simple solution: engage brain to at least 5% capacity while playing (more may be difficult, depending on how hot the girls are. In this game, 5 to 10% is a good target.)
Only half joking here. If the hints tell you "You can find character X at Y o'clock on day Q in location Z" and you miss it ...
For the misc events that aren't in the hints, Glacerose has said they will not be a one time thing that you can never get.
But yes, this is the tradeoff. You'll have to explicitly visit those areas on occasion. Even then you can't be sure you won't miss something on a particular day. But you could also miss it passing through those locations in the old navigation if you didn't pass through at the right time. And I'm not sure there's anywhere you go that requires passing through the bathroom, or necessarily the kitchen. Pass
by them, sure. But you don't go through either to get anywhere that I recall, so would have to choose to enter. You do pass through the lounge.
Giving the user the option of either navigation system would allow people who need it to continue passing through common areas, but it might be a lot of work to maintain both navigation systems, needing to build both for each new location.
Another possible solution for the quick nav map is to give an indication that there are characters in any location at the time you check the map. Either show which characters, or just a marker showing that
someone is there would be enough, then you can choose whether to go there.
But if this is truly a problem for other players, I am okay with keeping the button navigation. It's not like I'm visiting the garden from my room every day.