I like logical stories. No COG games are sandboxes, so they all have railroading and author choice. In order to finish writing a game and avoid writing multiple stories in one game, branching needs to be limited.
Author Choice can be used to drive the narative forward in a logical way. A person can’t completely control all of the events in their real life, so that adds a bit of realism. If you wanted to write a story about the player trying to survive in a haunted house, a player might not want to go in the haunted house in the first place and it would be illogical to write that the player wanted to go in the house and giving the player a choice would result in a quick end or two different stories in one game. It might be better for the author to write that the player was kidnapped or chased there or something.
Players should be able to choose how they feel about force actions in order to give the player some character defining and illusion of Choice while limiting branching. For example, a player that is forced into an arranged marriage can be angry, hopeful for true love or dutiful like in Guenivive.
Players should also have logical choices. In one game (not CoG) I played, the MC was freaking out about their human neighbor finding out that MC was a witch. MC also had a witch friend with mind control powers that could have just made the neighbor forget they knew anything. But, the MC never had a choice to ask their witch friend for help and I found that illogical.
I don’t like inputting text , except for names, because it is impossible for the game to know what each response says. I would like to choose a general tone and the author can either make up dialogue or just show the NPC’s reaction.However, I never curse so it’s always off putting for the MC to curse, especially if the MC is suppose to be a child.