I'm impressed with the custom art, but I want to share my perspective as a writer. Based just on this game, I could tell you have a passion for writing. Not in the sense of being a prolific writer necessarily but rather in that you invest a good amount of effort into what you write. For example, you seem to enjoy developing dramatic dialogues, kind of like a play. There's setup, tension, and payoff. In contrast, if you just saw writing as nothing more than grease to move the player from one battle to the next (or one map to the next), it'd be easy to phone it in.
My suggestions:
Proofread, proofread, proofread. And have others proofread, too. A typo here and there won't be fatal, but the more you catch, the better the polish. You may even find ways to phrase things better on the second, third, fourth, and subsequent reads. My game was also text-heavy, so I wrote out the scenes in a separate document before copying them over to RPG Maker. The flexibility of a separate document for writing is absolutely worth the initial effort of copying the text over. However, even after copying, you'll still need to proofread it several more times in-engine. For example, I noticed a few places in your game where the text would get cut off by the window. I had a plugin that automatically does word wrapping, but even then I had to look for messages that would go beyond the number of lines in a single dialog box. In my opinion, no matter the medium of the art, the details matter at least as much as the big picture.
At times (especially at the beginning) it was difficult to tell who was who. I understand that this is a sequel, so those who have played your previous game may not have the same problem, but I think even returning players would appreciate a quick refresher. I'm not saying you need to give us a full bio for each character. At a minimum, I'd like to be able to put a face to the name. If you don't want to literally add a face in the dialog box, I'll suggest to you something we did for our game. With the original version of our game, people complained it was hard to tell who was talking. So we added little icons (of the SV battle sprite heads) next to the speaker's name in the dialog box. All you have to do is add the icons to the IconSet sheet and then type in the text code \I[n] (where n is the index of the icon on the sheet) next to the name in the dialog box. I did this for every dialog box spoken by one of the four main characters. It's a little tedious, but I used AutoHotkey to speed up the process. And I think it paid off pretty well! It's a small detail that goes a long way to remove an obstacle that might keep a player from appreciating your writing.
Keep up the good work!