Ok.
Yeah, the part that I would love the most to see, but probably that will turn away the vast majority of players, so, how would you like that, or you hate the very idea?
To me, puzzles are welcome, but you probably should be prepared that only a few would actually attempt to solve them. However, reading about a clever solution can be enjoyable, too, even when one can't be bothered with cracking the problem themselves, so if a successful puzzle solving offers a nice reward, I think most people will be alright with them.
Also, nowadays I find myself playing adventures with a walkthrough open in a browser tab, because I hate it when I get stuck on a puzzle and I no longer have time to think about it for days. There probably should be ways to proceed with the game even if you aren't successful with a certain puzzle. In other words, they should not hide elements that are absolutely critical to the plot.
It is a bit different from the question raised about investigations earlier, since puzzles are more binary than fact gathering - you either solve them, or you don't. An investigation can allow for a partial success, a puzzle often won't.
In the horror adventure I was thinking about this would have been an important aspect, more trying to evoke the physical repulsion present in Lovecraft' stories that anything else.
Would you like it done in a serious manner?
Or you prefer that is done only for teh lulz?
Or you prefer to totally avoid it?
If it can't be executed exceptionally well, I think it would be best to avoid it. Stuff like this can break the LP when done poorly, since people will just stop taking it seriously (and it can still happen even when done well, if people attempt to 'unsee' it and distance themselves from it).
The general Idea was that of a determined story, advanced trough different characters, hostile to each others in some case or non-human, letting the players to figure out the best course of action to determine the final outcome, in some case figure out the motivations of a character would be a puzzle, and a narrative element, all in itself.
A good idea in theory if the writer can pull it off. However, I think one should take care not to switch perspectives too often to avoid dissotiating the players from the characters too much.
Too many characters are also confusing. People start forgetting basic things like names, what is there to say about motivations?
It isn't a problem for me, but I am somewhat OCD about the stuff I like to the point where I can remember the page a certain detail was mentioned months after the fact. Most people aren't like that.
Quick-time events:
Moments where the players must make a decision when faced with a danger, previous knowledge acquired in the game or reasoning will be required to take the best course of action.
Maybe you prefer a more action oriented choice instead?
Better no QTEs?
I have no idea how that would work and how it would be different from regular choices from the description alone.
Maybe all of the LPs I played had QTEs and I just didn't notice?