The uncompromising emphasis on accessibility and simplicity really does set some hard limits on how slick your UI can be. I did all my own UI design back when I did flash games, and I definitely feel the constraints pretty hard.
The great thing about working on a Twine PC-only interface for Shadow of the Eagles is that I get to stretch those muscles again.
Quicktest and Randomtest are extremely simple testing protocols. All they do is randomly select options repeatedly to make sure no basic interactions break and diagnose the problem when they do. They are the bare minimum when it comes to quality assurance because the company is not going to publish a game which simply shits itself and dies on a regular basis from a simple sequence of “legal” choices, no matter how much of an edge case it is.
This is absolutely the case. Working without automated QA tools is straight-up impossible for a game with the branching complexity of a normal Choicescript game unless you have dozens and dozens of dedicated playtesters and the infrastructure to report and tackle feedback quickly.
I playtested the first two chapters of Sabres of Infinity manually, and that was enough to convince me to never do it again.

