Yes, I've thought of that; these adventures are quite linear! Problem is that entirely split tracks through the adventure would also shorten the adventure, and we're pretty tight on space as it is with just one printed page.
I am exploring some branching mechanics in the later volumes. For instance, the vampire adventure in Volume Three has a fortune-telling mechanic that can expose new weapons you can use to take down the vampire, but they come at an increased threat cost. It's not something you choose, but it does have some branching narrative.
One thing I'm thinking for Volume four are one-entry decisions you can make, that are either/or decisions that may have repercussions later for plot point later.
I've also thought briefly about a larger, "folio" size adventure resembling a hex crawl type adventure that has a truly branching narrative with a mini-adventure (a series of traits) on each page with a decision at the bottom of the page to take you to another page (basically, hex to hex). Those sorts of things will be much harder to playtest thoroughly, so they'd be slower to produce, though.