So yeah, you people kinda suck at this interviewing business. Let me have a crack at this.
These are the important mysteries of Torment's development that need to be investigated:
1) Why were there so many cuts? Why was the game's scope not defined more realistically from the outset and who was responsible?
2) Why did the game take so long to make? To what degree did Wasteland 2 and its Director's Cut interfere with Torment's development? When did production of the game really begin and how much of its budget was spent on preproduction by then?
3) What about Torment's multiplatform console release? Could the game have been released in 2016 if not for it? Did you really need to make it? It definitely harmed the game's reputation with a certain crowd. Why couldn't it have been a post-release thing like Wasteland 2?
4) What about subsequent inXile projects like Bard's Tale IV and Wasteland 3, did they interfere?
5) Did having all of that preproduction time really help the game at all? Or did it just lead you to design lots of content that you ended up not being able to implement?
6) Why did Kevin Saunders leave?
7) Why did you decide to appoint a guy who lives in Thailand to be the lead designer of the successor to one of the most acclaimed RPGs? And a creative lead from another state? And neither of them had any recent CRPG development experience. Wasn't that kind of insanely frivolous in retrospect?
8) In general, what are the project management issues that Torment suffered from? You've already
publicly admitted to them in your Wasteland 3 SEC filing, but what did you mean exactly?
9) During the beta period, it seemed like inXile was following community feedback by removing extensive "loredumps" from the game's introduction, but then you added them back in in the last beta version (along with all the shiny console UI features). What happened? Was it the result of some sort of publisher-mandated focus testing?
10) You were warned early on that revealing the entire premise of the Last Castoff's story from the beginning and making him a member of an entire race of castoffs that are a well-known faction in the game might not be a good idea and remove the game's sense of mystery. Why did you insist on this?
11) You were warned early on that the game's random number-based skill check mechanism would be easily exploitable, and it ended up sorely imbalanced anyway (possibly as a result having to make it acceptable to the aforementioned focus testers?). Why did you insist on this?
12) The whole healthbar business. What's the story behind the abandonment of stats-as-health and other more unique elements of the Numenera ruleset?
13) You had the advantage of having Obsidian's Pillars of Eternity engine to make your game with, but suffered from development issues despite this. Why? Was it hard to work with or what?
14) What really happened during the Codex's interview cancellation and why did nobody intervene?