I think most critiques I can have has been discussed in the discord already but I'll rewrite them anyways. When it comes to making a book, you can have as much story ideas you can have but you're ultimately limited if you don't have the available paper for printing the story content. Games are kind of like that.
You mentioned you've studied writing for years and it shows. Your dialogue has been the most engaging for me to read of all the games I played. I think my only hiccup was the shock at Therese emasculating Harold by saying she's stronger.
I like to think about how writing literature entails using as few words possible. Map design works like that too. Whenever a player checks a door to a building that is locked, this slows down the pace of the game and story. Most importantly it also slows down the speed you create content! While railroading can be an issue, derailing is probably the worse problem if the player explores in a way that they've lost touch with the main story or even get bored. Game maps usually have just a few select functional areas like inn, shop and a couple filler buildings.
If visiting Disneyland and looking at their maps taught me anything, it takes a only a couple of street blocks to create a feeling of a big town.
You're a talented writer, with the right game design strategy I know your best strengths will be put forward