Yeah, because right now the focus as decided by the team was progress. But I think at the speed (the other writer works) we could easily add decisions of consequence. But then people complain if they just die... etc. Plus so many people complain about puzzles in the game, adding menu choices that impact the game I think scare off the dev team as a whole.
But example. You heckle Ginny, (I wrote it) shit's done. She's not coming back, you dun goofed.
I would rather players have choices that matter, I have proposed a way to do so and make it more enjoyable. I will have to see if the entire team agrees to it. Keep in mind, some of it gets google translated, so then you have to explain more and other times ideas one person has are complex and not easily understood by others. Granted, there is one over arching decider, Khan. So in the end he can say it goes in.
As far as the tedium, I would much rather use minigames to break the text apart than fucking reading puzzles that are just clicking forever to get where you need. I do want story in there, but I think there's more creative and enjoyable ways to handle it. We will see what people say in 0.2F about things.