Maybe the storyline that has time gated events that you're not told about. It really is a spreadsheet game in terms of gameplay information you need to know. We were lucky the Chinese players already grinded that out by the time they released the translated version.
Oh right the talk system. You are right this is definitely worst part of game.
But that's just drop in sea of great design.
There are just so many system that tie with eachother perfectly and mash so well it is unreal. At some point it really starts to look like half of your game is emergent in good way.
Good example of this is whole Qi mechanic. Max Qi is super important to everything to the point it effectively decides limit of character and this one stat has so much layers that is hard to fathom how to design it well and yet they did.
You have main stats CON/PER/INT that decide its base value, then you have background which gives it mallus/bonus to level which in turn gets multiplied by those base stats, then you have laws themselves that can give direct boost, then you have inner calduron which is decided by POTential stat which is limit to long term growth, then you have medicine that can modify it permanently, then you have artifacts that can have their own Qi with its own stats that work as Qibank in combat and few other things like diseases etc.
And then you realize that Qi alone outside of defense does nothing so you need other stats.
So even character creation is uber fun as you roll different chars trying to do different goals and even then it is not straight path toward victory as many factors other than roll determine character future.
They build so many great system that just pile on each other and cross reference that it is insane to even thing about such design in first place.
Yet someone when you break initial amateur barier is such a rich game to play compared to something like RimWorld or even DF.