Thanks! Now, there seems to be design problems to solve in such kind of game, but I don't see clearly which one you are pointing at?
Is the problem that on the start you're not in a good position to decide? Can have items from the "future" but not the information, not the "spoilers" about what you'll actually need. That seems to be solvable by making a tutorial about how "paradox" works and leaving more hints?
Really don't wanna take away the freedom to decide, making the progression more linear and creating a chasm between "I decide" and "the protagonist decides". On the other hand, cluelessly picking random items is a bad thing and doesn't feel like "making decisions" either. And the possibility of having them all at the very beginning negates any notion of "non-linear progression".