I read your longer review and have a few comments.
1. I am a bit confused about the idea of repeated pairs of location and event being simply a copy of the same combination. I assumed if you get the same combination you add variation in what happens, not that the same event repeats moment for moment. If I have two stressful visits to a pawn shop I can shape that into two extremely different experiences, and I'm not exactly brilliant at storytelling. However I do appreciate that this is a Me approach that doesn't work for everyone.
2. Minor nitpick but safety tools aren't an extraneous addition for games like these. You can get into really dark places easily with the themes of San Sibilia, and it is extremely helpful to be reminded you can get outta there. It's actually kind of responsible but that is just my opinion. By contrast, a game that focuses on touristing without the specific thematic pull of San Sibilia doesn't need safety tools as much or perhaps even at all. (I think about Alone in the Ancient City here.)
3. I generally play journaling games with an additional inspiration tool like story cubes, but there are other methods (random word generators, grab a book and flip to random page and random line, I think the second is actually used in a particular game system somewhere on itch). RPGs often need an idea mill especially if you GM, and journaling games are no different (where the GM is effectively you).
4. Game length variation is not necessarily an issue in something like this but that is a pretty personal feel. I think the idea behind the particular mechanic here is to add tension by making it uncertain when exactly you get out of the weird city that shouldn't exist. However I think a warning on this might help set expectations and is lacking in the game doc. For myself, I break journaling games that end up long over a couple of days.
Apologies if you have already taken all this into account and have tons of journaling game experience, though! I don't always read that well so may have missed that. I myself bounced super hard off a decent journaling game myself for personal reasons, so I know that weird feeling. (I don't leave reviews in that case when I know it's deeply personal, but this can't be everyone's approach.)
As for advice on tuning the game, I have played a lot of journaling games so have some ideas for the game designer given what has troubled you.
A. Re advice on more consistent game lengths; I've played numerous journaling games and there are three approaches I would suggest:
i. Quick exit: allow the player to create the exit scenario on the fly. I think this is the easiest option with the most player agency but sacrifices the original tension.
ii. Tie progression to a specific sum of cards drawn, so for instance on a sum of 21 you mark the next box regardless of what happens. This strikes a middle ground by forcing progression without overburdened rules, yet keeping some of the original tension. This is an approach taken by Chill Out, which actually highly needs that mechanic even though it is an avowedly longish journaling experience.
iii. Add additional Changes on heart-diamond and clubs-spades draw conditions. This is the most complex alteration and would need a lot of fine tuning, and potentially keeps tension in.
B. Re: advice on more varied prompts, I recommend the Alone Among the Stars approach, which ties each suit to a theme and each rank to a more specific prompt (like location). As each suit-rank pair is unique in a single deck of playing cards, this generates unique prompts each time. Additional RNG in the form of one d6 can add contextual circumstances. I was surprised actually that this approach wasn't taken, so was prepared to use my story cubes for extra inspiration help.
Still, I'm neither a game designer nor a story teller so my advice is always grain of salty.