Well, I did struggle enough just to get in the main route and to maintain it, leave alone explore any of these subs.Pardon me, but that is an argument with a tunnel view, since it is not so!
WDR has a fork with 2 friends&rivals blocks, Kati/Jamal and Lee/Davis, which differ in tone and nuance no matter the route you take. Once you decide which side you play through this time, there are 3 major paths (full romance, sharing/swinging and NTR) with several subroutes, which influence the story and tone of it. For example, you could take a "two buddies share the wife, all three are onboard with what happens" or "a consensual cucking, but very heavily into voyeurism".
While it is partly correct that you should build up your scores and traits, you do not need max points everywhere or often, normally only for one of the specific subpaths. Traits can only be accessed if you do make some meaningful choices before, see just e.g. "exhibitionist", which is easier to get on the romance and happy sharing routes, whereas it is extremly difficult to impossible to get on hard NTR, because for this trait to be gained, you need a loving couple exploring together what they like and not like in the bedroom.
Likewise there is the option of "tactical snoop" skill use, since while snooping generally leads towards (harder) NTR, the events differ in severity and in a (very) few cases are usable even on the romance and sharing routes. It is also important with snooping to know that enabling a snoop event, but not(!) snooping it directly has fewer and milder consequences. Hence the tactical snoop moniker.
There are quite some meaningful choices to be made inthe game on all (sub)routes, since the stories differ in part rather dramatically and you cannot see all content in one playthrough, since the storylines differ much depending on your decisions.
I don't think that scenes that will never be discovered are a bad thing, but they do take more time to develop as a consequence.
Generally speaking, this type of thing is more reasonable with a team of devs, than a single person, so the workload can be shared, instead of overburdened.
I think this game could use a in game walkthrough. Anyways, I don't have anything else to add to this discussion.