Never had any issue with cheat mod, and I'm pretty sure many others didn't as well. The only issue reported was inflating the stats through mod.
Well, one could just add money, then purchase the stats available in game, without breaking the limit, or even better wait for the stat's requirement to appear, before purchasing them. By doing so, that would be literally impossible to occur any problem, because the stats would be in the realm of normality within the game's set limits, but they could be bought without the need of the grinding for money, with the click of one button.
Sorry but nope, gameplay enhancement is not actual story content, does not matter how much life quality it is.
Development time that could have been added into the story, was put into this new system.
The explanation was, some people couldn't use the mod correctly.
I think it would be a quicker solution to either bug hunt the conflicting code lines, that would break the game, if stats became too high, which automatically would solve such problem. OR make a mini tutorial about how to use cheat mod without breaking the game.
Then we would have a very similar effect, but with a fraction of development time spent on.
Currently, we can play in 3 ways. Normal, normal with cheats and free roaming. All of those allows full exploration and interaction with the world. Cheats DO NOT remove this option.
We still do not know how VN mode will be. But I hope it only comes into fruition after the story progresses significantly.
Which also appears you share a similar opinion, for you do not seek to lose interactions, therefore VN mode ain't that important for you.
I disagree, and I'm with Carta on this one.
And I think you're not taking into account couple of factors here:
1) The Contracts system has always been there from the beginning.
The contracts have been there from the early game. The first version of the contract was there even at the time of the Beach Prison event (when I discovered this game).
It's not a system that Hopes suddenly decided to implement out of the blue.
It's always been part of his plan to include this system from start, and just took time till v0.07 to fine-tune it.
2) The new Contracts system is pretty much superior to the old Contracts system
I remember the old contracts system. All it had was just one short paragraph and some stats for MC and a very much roll of the dice RNG system which ended the contract in an instant.
As much I loved the game even back then, contracts I feel was just not good and I became incredibly bored with it after 1~2 minutes of going through it and just didn't bother to spend time with them back then.
Now with implementation of the new contract system in v0.07, initially the system took some getting used to yes, but I find it to be leaps and miles better than the old version.
Whereas the old system had just measly paragraph as plot, the new contracts actually have a decent story in each of them (that I could sort of see them as mini-events in a way).
Whereas the old system the gameplay was pretty much non-existent, the new system has those classic old RPG like gameplay elements to it while adding exploration and fights along with gear and stats no longer being RNG like.
People's opinion on the contracts have been varied since the new system's reveal; some like them and some don't.
I like them a lot, but I can certainly understand some people not liking it and just want to experience the VN aspect only (I'm like that for some other games, heh).
But regardless of difference in opinion (like contracts system or don't like contracts system), the new system is a huge improvement over the old one, and saying it's a waste?
Well, I just don't agree with that (besides, as I said in my previous post to you, now that Hopes managed to get the contracts system he wants, future development of these contracts won't take anywhere near as much time it took for v0.07, where he was in the process of "trying to figure it all out").