Spoiler tags for that last paragraph, please
The more compartmentalised approach has been discussed by devs during this development cycle, as Gomira's story will be pretty much railroaded as you right guessed. Apparently, there's an 'urge feeling' in her quests that would be ruined if the MC could take long and somewhat frequent breaks to explore other stories once he has committed to help her. However, I recall they mentioned at least a point where Gomira will be waiting for the MC to fetch something for her, and players will be able to jump to other on-going quests they may have started (all while Gomira gets increasingly mad at the MC as he keeps postponing their meeting to the next day, this 'angry orc' scene being one of the new ones created during this polishing phase). But yeah, the whole thing will probably feel very similar to Rose's last quest in Cin Town.
Now, while I get there could be a perfectly valid narrative reason behind this, it doesn't escape me that this approach also minimizes the risks of messing up with colliding stories at different points of progression, making coding tasks a lot easier -and also saving them from writing a whole bunch of little convo snippets with other characters to reflect all of those potential situations the MC may be facing throughout a quest. I do hope this won't become a new standard though, because even if laborious, this world complexity was one of the game's strong points in the first updates. I guess it will depend on how they'll plan their upcoming stories, but that's definitely one of the points I'll be raising in my feedback report if I feel this update becomes too much of a kinetic chore.