Some thoughts:
There's some contradiction between the How to have a Job section ("you wonβt have to Try Your Best!! to get a job in the Valley") and one of the Your Truths options ("Starting Promise: Get a job to pay the bills")
With the starting promise for inheriting a farmhouse ("fix the old farmhouse"), traditionally in farming games you would essentially gather building materials (mostly via foraging, logging, & mining) and then trade those to the carpenter who would then come out to your farm and repair it. This sounds like the "Root Around" move and then "Let's Make a Deal" - but neither of those can provide any progress towards a promise...
For "Let's Make a Deal", I find the process somewhat confusing. If I've crafted a complex item with a value of 15 (5 value of starting materials and a three-box promise to craft), and I want to trade it to a townie for fish (a forageable) - how is the price determined? Do we use the table (and if so what column - forageables or complex items?), or do I just use the already-determined value (15) of the item I'm offering for trade?
Finally, the chart in "Make a Promise" confuses me, specifically in that "urgent" and "critical" promises - where you're under time pressure and presumably are willing to get less resources/satisfaction/favor in order to complete the task before the deadline - take longer than "laid back" promises, where presumably you can take your time to get the best results.