Shortening the release cycle does not mean rushing content, it just means releasing what you have more often instead of keeping it hidden away. As I stated above, a dev releasing once every 2 weeks and a dev releasing once every 6 months should be expected to have roughly the same amount of content in their game after a year.
What you're not seeing is that while on concept the whole "roughly same amount of content" may sound good in theory, when devs actually try to apply it, what you're proposing of 2 weeks releases is a lot harder than it looks.
At first, the devs do release every 2 weeks and do seem to work fine. But over time, the whole schedule just becomes an insane pressure to them.
I know of two other devs who started off releasing almost every 2 weeks as you suggested, but both of them just suffered from the pressure of meeting that deadline (as well as suffering from burnouts of trying to see and react/change the game after what people say after every update).
The crowd pulling the devs back and forth just became the detriment to the devs' games overall, and due to the burnout, those two devs release intervals started to grow longer and longer, from 2 weeks, to a month, to 1.5 months even.
Even if the dev sticks to his guns/vision and don't let the crowd pull him left and right, only few devs I've seen manage to develop their game in pretty much clockwork schedule.
One example of the dev who does that is Talothral (whose games include Terminus Reach 1 & 2, Sorcerer, Tribulation of a Mage). He literally releases updates pretty much almost every 2 weeks as you're proposing.
But as I said in my initial post, Tal's case is one of those very rare exceptions and not the norm.
So this is why a lot of devs opt to release at their own pace, trying to release bigger updates, taking more time to focus more on quality rather than releasing updates quicker (when I say this, I don't mean Tal's games lack quality, I am actually a fan of his games, just citing him as one of very few devs who don't suffer burnouts with clockwork 2 week schedules).
And I dunno about you, but I'd rather Eranfer release his update at his own comfortable pace, rather than be bogged down by fortnightly release schedule which could possibly lead to a burnout.
Unless Eranfer is Talothral's clone, that is.

If that's the case, then sure. Your suggestion may work.

But otherwise? Nah, I'd say Eranfer should focus on quality and work at his own pace.
I do think that the point you're making about feedback pulling the dev back and forth constantly is fair, but there is a difference between collecting feedback and letting a few loud people design your game for you. The information someone like Eranfer needs is not just about gameplay and story, its also about things like whether particular types of content are going to improve or hurt the shareability of the game on social media, or what the conversion rate of players to contributors is.
You do realize that you're contradicting yourself with this post?
In your reply to Eranfer above, you literally said "In the worst case people won't like what you've worked on for a few weeks and you can quickly adjust course."
This is literally exactly what happened with the 2 devs I stated above who tried your 2 weeks release schedule, but got pulled left and right.
The 2 devs just couldn't stick to their guns on their own vision and with each update they had to satisfy the whims/outcries/complaints of the people (and no, they weren't just "few" in their cases, lol). They "adjusted course" with each update, and the game suffered for it.
Classic case of devs letting his the crowd dictate their work.
And I'm afraid I'll have to disagree with you further.
Eranfer, while he's not a completely new dev, basically restarted with this remake and still is on the very early days of his dev journey.
For devs like that, they really shouldn't be thinking too hard about such things as Patreon numbers/income & players to contributors conversion rate etc.
Doing so only leads to obsession regarding those stats which begins a downward spiral of being pulled left and right by crowd's whims in order to increase those stats/income (leading to detriment of game's overall quality).
Besides, most devs who develop AVNs that are on this website make these games as passion project & hobby (several having separate IRL job/s and making games in their spare time).
I don't remember the specific case for Eranfer (I think he mentioned it once before in a post somewhere but it was a long time ago), but even so I'd be willing to guess that it would be a challenge to become successful just from Patreon income alone (even though there may be few outliers lol).
Cause most devs don't find success (whether it's modium, decent, or great) financially until they take their games to Steam; and when game is in a state to be released on Steam, it's got substantial content already.