Heya! Dovah here, the writer/lead dev on Requiescence. Thank you very much for your kind words -- we really love getting such detailed feedback. :) It's super helpful for us as developers to know what you guys want!
Just to address any potential updates to Req in terms of art etc., they may happen at some point in the future, but right now, we're focusing 100% of our efforts on getting new games out. After COB is done and we have a few more under our belt, we may revisit Req and give it some TLC. It was our first project so it's definitely a little rough around the edges.
We've also had similar thoughts ourselves about a lot of the things you mentioned, like having in-route choices matter (in COB, they all contribute towards your ending) and (hopefully) character development. From a writer's standpoint, I'm not fully satisfied with how a lot of aspects of Req turned out, and I tried to make note of things I wasn't happy with so that I could avoid making the same mistakes in COB's story.
We have our own interpretation for the endings, but we'd like to leave the ultimate decision up to the players. ;) There may be another game in the Requiescence world that takes place on a later timeline, so the real impacts of the "canon" ending might be explained there. However, I will say this: I personally consider Kaul's "bad" ending to be the most ambiguous, and not necessarily a "bad" ending, either. Absalom actually has a sympathetic backstory that makes it difficult for me to really see him as a villain.
I'm considering releasing the backstories for the characters that I wrote out during Req's planning phase, so that might give a little insight into their personalities as well down the line~