This is a good insight. These are definitely some of the reaons.
On Font inconsistencies, some other fun ones you left out:
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Localization - We have do deal with every text field being possibly 40% longer in German when translated. So, every time you see text in the game, be it in a description paragraph or a button, we have to assume almost half again as much text has to be able to fit in that area. Multiply that with the custom font issue you mention above, and we have some challenges. Sometimes, there is a “best” solution, not a “good” solution
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Splitscreen and 4:3 - Our UI system doesn’t have fancy “move it where you want” capabilities like other engines. So, we design it once, for eveything. While our splitscreen implementation isn’t my favorite, many of the issue of UI layout come from the attempt to compromise layout between normal view and splitscreen so that we don’t have to spend more time implementing further custom solutions. We CAN do custom solutions, but they are time-consuming, and we have to choose how much time we spend here instead of other UI or polish. And we still are required to support 4:3 aspect ration because the PS4 -can- play in that aspect ratio. It’s a requirement from Sony, so we have to implement custom solutions there as well.
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Gear Card descriptions are partially automated and partially manually done. That said, as you mention, there are a lot of them. This iteration of the gear system came on fairly late for us (just before Christmas, in fact, after feedback from the CTT). While it builds on previous designs, it was a fairly thorough overhaul. Our internal testing said it was much much more interesting than previous versions, so we went with it, but it did lack some polish time that we needed.
This isn’t even all of what we deal with.
And don’t get me wrong - this is our job. We signed up for this, and for the most part, love what we do. So, I’m not trying to make anyone feel sorry for us. Poor, poor toy makers! But, the technical and project problems are real, and tough. As a creative director, you spend the last year of development slowly watching many of your favorite ideas die to lack of time, and have to make daily choices of whether something is good enough to keep without polish or if if we should cut the features. Those decisions are very hard to make before the game goes to the community.
The best I can say is we tried to make the best decisions possible. And, we’re still working on improving things we didn’t get to touch during core development. Hopefully, over time, we’ll get a lot of these rough edges polished off.