Some other thoughts: looking back, I noticed the text was being displayed VERY fast. I like to be able to read the dialogue at or around the same speed it's being displayed on screen, so I thought I should slow things down a bit.
In the coroutine within DialogueManager.cs, I defined a new float called waitTime and set it to .025f. Then, instead of yield return null, I made a call to Unity's built-in WaitForSeconds() as follows: yield return new WaitForSeconds(waitTime). I feel this change really helped to make things more natural, and if you decide it's too fast or too slow, it's very easy to customize.