Raven's quest was an RPG. A simple system for an RPG but an RPG none the less. That gave them room to diversify the story and add significant optional content which allowed the game room to expand and allow for diverse runs allowing from more re-playability than Disciple of Wind did. Combat scaled surprisingly well and story points flowed into the gameplay loop for Raven.
Disciple of Wind was mostly a visual novel with some choice in when you saw specific scenes and if you want to replay a scene. This was honestly a very good training wheel game which then got to Raven's Quest.
WTE as they said is designed to be a management game but it really does not play like such. The storylines are decently written but like Wind's Disciple they are all basically fixed and because it is a larger cast less polished. Progression in this game is just unlocking additional scenes for the girl in question and then we basically drop them. Good management games require scaling. This is normally done with having higher cost requirements to reach a goal post and upgrades which make earlier challenges either easier to handle or automatically done. We don't really get that here, the closest is the stated "faster" corruption of other characters being artificially done by shortening the requirements each has. This isn't bad as it makes sense but the difficulty doesn't change just the length of time between major events.
After completing a specific girl's story there is no reason to interact with them again aside from seeing a side scene. Part of this will be fixed with the increase of items in the store but those only lead to more scenes and not mechanical advancement for the gameplay loop. The only thing uniting the girls gameplay together is that you have a single currency that they earn which can be used to buy some early items, most late game item's require them to use their own points. Now again this isn't bad and the main benefit we see of later girls is unlocking of new locations. The thing is unlocking of new locations is not the wrong option for a management game, it is honestly a common strategy. The problem is that each area is basically interchangeable mechanically they provide scenes for those allowed to use it and give the same amount of money. The big advantage mechanically is that it open's up extra slots for training girls while still allowing for income to scale, unfortunately income does not matter past the early game, you likely have all you could need for everything once you finish Hannah's story.
Even if more items are added to the store and prices were to be inflated (which they should not here) nothing mechanically changes. Normally something like resource scarcity, increase ongoing costs, or some form of time limit ramps up the difficulty which we don't have here and honestly at this point would not have made sense to add in now. If one had been added earlier it likely would have been costs to run the park, house the girls, and or incentives to swap girls around (reputation and/or girl's stats). I would honestly say this game is more a visual novel with some management elements rather than a management game with story.
Now why this game likely feels less than Wind's Disciple is that it is unfinished so we do not see the final development of the cast. The other reason would be that the cast being larger meant that less focus was put on a single character. Each of the girls arguably has more development than the side characters in Wind's Disciple but less than the main lead. I personally want to Say Hana has more development than the main lead for Wind's Disciple did but a lot of it is incremental development that we see multiple times from the other characters. There is also the fatigue experienced by retreading similar ground with each girl which would disconnect between the audience. Solid attempts have been made with later girls to change up the development path of the girls with their stories but mechanically it is the same.
The team is good at creating interesting stories for their characters and have shown the ability to weave a decent world around them. This game just pushed them outside of their experience with multiple disconnected characters and an under developed MC.