All right, just finishing up a replay (how nice to be able to play all the chapters straight through!) Overall I love the game and am quite satisfied, but here are my thoughts for possible improvement:
Firstly (and the main reason I came here to comment, really), I too prefer the original Storytime segment. I don't mind some streamlining (eliminating the key, for example), but losing the first two dreams throws off the pacing and makes the entire chapter feel too short. And the player barely gets any introduction to Zoe's powers (I don't think the mind power is even used at all before getting Zoe to "wake up.") Plus I liked the other dreams. Three's a good number.
Maybe it's the old school gamer in me, but the lack of ability to save whenever just feels weird. Even if it's just one constantly overwritten save, could we please have the ability to choose when? It's frustrating not to be able to save when leaving the game and having to come back in at the last save point and redo things.
Running around Propast and Marcuria was honestly one of my favorite things about the game, although an toggle button for said running would be most helpful so I don't have to keep holding down a button to do so. And barricade-updated maps and the occasional ability to choose to skip to locations might be useful, but I don't want to lose that wonderful feeling of place I get from having the characters actually having to run through the streets. I love overhearing people talking about current events and I wish there could be more of those conversations, if possible (I know not many people are out and about on Marcurian nights, but still.) I even wish Zoe had more time wandering around Marcuria; it feels like Crow's rushing her through. Not that I'd want to lose any of that conversation, but the maps are still there if the player hasn't learned there way around Marcuria yet. Maybe just have him comment from wherever she is at the moment instead of telling her to follow?
Some cutscenes can get a bit tiresome upon replaying, but that can be fixed by allowing more skipping of dialogue. Not skipping the entire cutscene (because then I'm afraid I've missed something) but just moving on to the next line. I usually have subtitles on and it's frustrating to suddenly have to wait when I've already read what's happening.
This is probably due to my spectacular lack of gaydar, but I only learned Kian was gay from the internet, or else I probably wouldn't have known until his conversation with Crow in Book 5. I definitely didn't know the first Anna kiss decision, when I think the player should to fairly make that one. I know it depends upon previous decisions, but Kian can be pretty taciturn, so maybe just a line in his internal thoughts during that decision about how he's not interested in women in front of the "I shouldn't."?
A few puzzles that I found particularly difficult:
All of the stuff with Kian and the tubes. It's not really clear there are two types of pipe to pick up. (And a reminder where the pipes are if players seem stuck might be helpful.)
Returning the tools is difficult because it's vague when exactly they're to be returned. Does it need to be done before Kian enters the house? When exactly is he done with them? Does he need to shut the panels first? Maybe this could be clarified in the goals?
Also, my first time through I wasn't clear Kian was supposed to approach Ferdows. Because why would you sneak into a place and then walk straight up to a person?
While I love listening to the memories to unlock the wards (I love pretty much everything with the interludes and Saga) it's not clear at all which memories to pick. And going by random combinations is no fun at all. Maybe there can be clearer clues what memories are fake?
For Zoe in the fake hospital room, the problem I had was that I had no idea that I had to keep repeatedly looking at the fake things. I think it would be helpful if things stopped being interactive before their descriptions start repeating.