Managing the sect instead of one cultivator is the interesting choice, and it carries one specific risk worth planning for early. In roster idles the disciples tend to flatten into interchangeable stat blocks, and once that happens the player stops making decisions about people and starts sorting a spreadsheet.
The ones that avoid it usually let individuals accumulate a bit of history the player can point at. A disciple who survived a bad expedition, or who failed a breakthrough twice before making it, gets remembered. Pure stat growth doesn't.
Since you're still adding systems, that's cheap to build in now and expensive to retrofit later, because it changes what you store per disciple rather than how you display them.
Good luck with it, and full Ukrainian localization on a browser idle is a nice touch.