Let me start from the fact this wants to be an adult management game. Consequentially I split features into two main categories: the management ones and the "adult" ones. Versions up to 0.4 were focused mainly into designing the core system and implementing "adult" features in order to have enugh content to be played, also considered this is insipred to VC, and starting with less content than VC was a suicidal decision.
I wouldn't call it a suicidal decision. Some people may have thought it was further along than you did. It's been nice to have a VC-like game in development for the last couple of months.
Next revision (0.5) will be mainly focused on making the gym and bouncers thing a proper "feature", which means implementing chances and events during night that will make the club close in case you don't invest on that (examples might be: drunk people beating girls, brawls, etc.)
Suggestion: I think there's a lot of potential with events. Maybe raids from the authorities as well if you don't bribe politicians or police occasionally (or at least buy a permit) when the club starts offering new services? Maybe good events sometimes too, where if the club has a good night, during the late hours certain girls decide to push the limit and operate at a higher openness than their current level?
You could even incorporate it into the plot. To go legit, you bought a run-down bikini/lingerie club in a past-its-prime part of town, planning to turn it into something much more, then you found out you'll have to convince the prudish authorities go along with it...
I also have some "adult" features in the backlog, like CCTV cameras and escort requests, that might land somewhere between 0.5 and 0.6.
Those two features definitely sound like they could add interest.
One suggestion: Any chance you could implement girl-girl performances somewhere in there? I don't know if that's a standard thing but in the areas I'm familiar with the clubs offer those, usually as a stage performance.
Then I would like to focus on the management features. And here it comes the "hard" part. Even if the game is at its very beginning (first release was in november this year) it seems to me that the "difficulty" argument is already quite popular between players. Consequentially I feel I should be super-careful about making the management part actually enjoyable, as it may raise the "too much grind, too hard" script :/
What about implementing difficulty levels? Having an easy level that doesn't require much strategy beyond what's required now. But at harder levels, the game gets more nuanced. I think the key is it being fun and not super repetitive. The training is fun when you have a small team, but when you have a team of 30, that probably gets too repetitive for most players.
One suggestion to make the game harder but still enjoyable: competition. Risk of your girls defecting to another club. Limited pool of girls you can just hire. To get the best girls, maybe you have to visit a rival club, scout out the talent, and convince them to come to yours? It could be a way to keep the game interesting once you have all the improvements. Maybe that's too much like a sub-game?
Maybe another management feature would be to use theme nights. Pick a theme where girls who fit a certain category work that night. Gives a way to give part of the crew a rest and you can put some kind of randomization in where you may attract a bigger audience. Maybe one theme could be amateur night where your hired girls rest and unhired girls work that night, and rather than making salary, they make whatever tips come in that night. Maybe fake amateur night, where your inexperienced girls work, and they get some kind of openness bonus.