I've really enjoyed the blend of VN-Gameplay with minor RPG things. esp. the management-book made me curious what's to come in this regard. But please, be careful not to try to create a gameplay loop, I've seen a couple VNs that went that route and well... I've pretty much always found it to be immersion breaking and not really fun.
Creating a good and engaging gameplay loop is tough and reconciling that with a strong focus on narrative is even tougher. Light gameplay elements that don't bend the narrative(like they are as of v0.2.1) are are awesome and way easier to pull off successfully.
The UI elements that hint at being able to swap companions and crafting got me thinking... for swapping companions the segments where that's possible would either need to be narrativly pretty flat or the dev work explode exponentially to account for all the valid combination of characters. Even if there are four valid companions and assuming the player must choose two and cannot pick just one or none, that'd be SIX distinct combinations of characters. So unless you plan to make segments with selectable companions very short and/or narrativly isolated I have no idea how you plan to pull this off.
And crafting... well... as soon as there's a repeatable way to acquire resources you've got a grind-cycle, which is (imo) awful for VNs. A crafting system where resources are handed out by narrative and/or purchasable with money(assuming there's no way to grind money either) seems more doable than companion selection to me, but It'd sill be quite a feat to pull this off successfully.
Anyways, I enjoyed it a lot and am keen to see how It'll continue, both narrative-wise and in regards to its systems.