Hey, thanks so much for the comment and the great question!
You're spot on – right now, the tool is designed mostly for editing dialogue that's already in an existing RPG Maker project. It works by scanning your project files, finding all the "Show Text" and "Show Choices" commands you've already placed, and then gathering them all into one place. This makes it super handy for proofreading, making large-scale edits, or even translating your game without having to hunt down every single event.
The reason it can't create dialogue from scratch and inject it is that creating a dialogue event involves a lot more than just the text itself. The tool would need to know where to create the event (on which map, in which event object), which character faceset to use, where to position the dialogue box, etc. – all things that are currently handled inside the RPG Maker editor.
That said, your idea for a "dialogue-first" workflow is awesome and definitely gives me something to think about for future updates!
As a crafty workaround, if you wanted to use it for mass writing, you could first go into your RPG Maker project and create a bunch of empty "Show Text" events as placeholders. Then, you could run the tool to extract them all and write your actual dialogue comfortably in one go.
Thanks again for the valuable feedback!