Such a great concept, I love it! I think you executed on the controlled chaos gameplay style way better than Air Traffic Uncontrollable; having a clear goal displayed (the number of happy customers required to win), kept me invested in the game, even when I was overwhelmed.
I think the scale of the UI elements should be inverted, though. The elevator information panels have the most important information, but are the smallest UI element. I think for hectic games like this, the important in-the-moment UI needs to be easy to read at a quick glance.
Really cool game, I could easily see this being expanded into a mall-building roguelike, similar to PlateUp.