It may not surprise you to learn that ToA came from re-using a previously designed (on paper) SFW turn-based RPG, and you've basically listed here a lot of the design goals. We may actually still make that SFW game at some point, as well. It had a greater focus on the multiple outcomes of combat (which would include things like combatants stopping the fight at first blood, or surrendering if certain conditions were met like being disarmed), the stance based combat, and actions interacting on an instantaneous basis (stuff like ducking under the harpy's aerial attacks - with basic cuts and crosses being parried, as in real fencing/dueling, or attacks that would dodge an opponent's attack conditionally), and use of items to cover gaps in ability, and in general on the quicker, rogue-lite experience, with a similar split between "story" mode and "adventure" mode, except that the latter wouldn't have nearly the amount of text that ToA does in its adventure mode.
We've also thought about creating a SFW version of ToA, since we could probably hire people who would be able to do that and not take away time from our other projects easily enough. It would involve simplifying a lot of encounters (or at least their scenes), obviously removing the sexual content in the process, and creating skins for the various characters that are work safe (which we may end up largely doing anyway).