going to break this into three different spots.
1: 80% of the time Vruk tells you what you need to do next.
2: the 'simple' quest log seen in AGT was a lot more complicated then anyone who has not tried to code a questlog knows.
3: Smoother animations area hell of a lot more work intensives then you think, as a simple 3 second thrust animation can have anywhere between 3 to 30000 individual frames/images depending on how smooth the transition or high detailed the images used. and that is just for 3 seconds.
this is not exactly accurate, while it is true that vruk tells you what to do most of the time, it is hard for many to remember there is also the issue of chronological order to events which if you do not trigger them properly bugs your game and save so that the game cannot be continued, ontop of that is the fact that it would be easier for the user to have a proper questlog...
while the questlog might be more complicated to code (depending on length the creator dev is willing to go to) it is not impossible and it would be better for the creator to work on setting up text and data that can be called as flags/triggers update instead of having it work dynamically which is probably what the AGT creator did, no need to copy that just keep it simple stupid.
animations are not that big of a deal unless you are trying to solely use RPGm to create them, it is far easier to use a different program for animations that make it easy to use say keypoints for each part of the animation, once those animations are finished and smoothed out they can be called by RPGm (like any other game engine) to be played at specified times either when making a choice through the talk/com system or by triggers created and placed in the game environment...
again not super science just level of knowledge of RPGm and how best to utilize other programs/call procedures to get the desired effects without killing yourself during the process, part and parcel of this is becoming intimate enough with RPGm to utilize functionality in a more simple way.
it might be wise to do things the hard way to better understand RPGm and to use that understanding to go back and find better ways.
programming of any kind should not only be a learning experience but should also be used to help yourself make virtual hacks or shortcuts (for lack of a better term) to make things easier and to get yourself into a workflow that is efficient.