Things i dislike is how the plot gets quite confused about midway, only straightening up near the end (was that the translator tweaking?), the *ridiculous* backtracking, the moral relativism of some things (Leon is a scumbag) and the weird stuff with that 'inside the body (womb)' sequences, especially the one with the prepubescent girl.
I did try to nail down what I could and straighten out a few things without changing it too much from what was intended.
The game was originally designed so that you could select a main character, before they threw that out the window and made Myra the main character. There's a bunch of unused text from the initial dream sequence, with conversations for each of the different characters. I think this explains why
It's a shame, I think, because the basic story and setting is really good, but only the broad brushstrokes are there, and the details are clearly quite rushed in places. I'm not saying it's like the Ecce Homo restoration, or that it's bad, but I think it had much more potential. I would really love to see a modern remake of the game as it was originally intended to be.
That's part of original game's design and probably won't be fixed. It's not Disnesquick's responsibility to fix game mechanics.
If you read the README file, especially the translators notes, you'd notice that this was the fault of the original game's script (Really? They talked about one of the staff member's pubes?). There is even dialog that's not even used in the final game, but left in the code. Personally, I think satsu did a great job with the mess that is Energy Breaker's original script.
The pubes dialogue would have only ever been visible to the debuggers. It's in a block of Irene's dialogue:
They say he shaved
his pubes once!
There are other things like a shopkeeper mentioning a guy called Naoyuki came to buy a Lum bath towel, or other bits of cheeky dialogue - here's another one from Irene's dialogue:
I've got a mole right on my...!
It's my little secret.
You can imagine what a pain in the arse this all was given the sheer volume of text. The people in Olga Town change their conversations with pretty much every event flag, it seems. You can actually miss stuff by not going counterintuitively going back to town in the middle of a quest.