This is genuinely very useful feedback, thank-you! (Incredibly precise, and you absolutely understand how it all works, so it's well-informed). I'm going to implement some of those immediately (e.g. you're right about white/black - and that's easy to fix. Adding the grammer settings to the saves is pretty simple, too). Some would magnify the complexity a lot - in a perfect world I'd like it to randomise SVO each time but that'll need some thinking about. It actually is set up to generate different possible styles of intensifier, with reduplication as one option, but I haven't used that in a puzzle yet - the problem with it for things like plurals is how hard that then makes fitting everything on the texts (if it generates heavy syllables and then they're reduplicated on top the text could be 3x as wide as its minimum version). I like the idea of vowel harmony - I haven't done things like that because I want it to be fun for people without linguistics backgrounds but I could always put behind the 'full' setting.
I've tested a bit (I need to do more) and it does sometimes generate a recipe with one of the ingredients undefined, so I will fix that and put a new build up (though it might be a while). One thing I think might be affecting its trickiness here is that on that build it generates a new recipe every time the player loses a life (so that people couldn't just brute force it) but on reflection that's quite unfair, especially given the game doesn't tell the player that (& it'd make sense someone with notes on the recipe would assume it hadn't changed before trying again). I'll change it on the next build. I did manage to complete it but it *was* inconsistent and I understand it being very frustrating after it takes time to decode everything, so I will get to fixing it..
Again - this is genuinely very helpful -> I have 2 friends who test builds for me, but they're busy people and can't always do it immediately, so hearing about things that've broken in detail like this is very handy, thanks :)