Finished playing through the intro and first rooms, which are pretty much a disguised tutorial, but even now I think it's safe to say that fence sitters should be fully aware of what they'd be getting into, that is, a game that tries to appeal to a quite specific set of tastes. It may be a precarious prediction, but I can definitely see the slow/plodding complaints ringing true for later encounters. Not that I mind as long as they're interesting, but it could be an issue for some.
Other than that, the talk of "Visual Novel+battle system" going around from the Japanese version does give a good idea of what to expect. As you read through the story (the translation is decidedly evocative so far) you are prompted to make choices and in some cases you have to pass a dice check to see your choice successfully carried out. Besides this, you get to move around a 2D map to trigger new events. It's similar to Unlimited SaGa, but without drowning in Event Reels all the time. The battle system feels like a small scale version of Tactics Ogre. Each character has their own set of skills and/or magic and you gain MP each turn in order to use them. You can use both an skill and an attack in the same turn, but the more actions you take the longer it'll take for that character's next turn to arrive. After the battle you get to use Barter Points (how many you get depends on your performance) to obtain part of the loot dropped by the enemies: each item has a set value and you have to spend as much as possible because it doesn't transfer. You also get to choose extra skills after certain fights, which I imagine are scripted because characters don't level up, you have to use Gear to both modify their stats and spells, which could be another potential source of frustration with the pacing. After the end of each battle you keep the accumulated MP, but it goes down every time you move to a different room.
The graphics are kind of a mix bag. While the models look great and have a decent amount of detail, some of the backgrounds they strangely decide to focus on are pretty low-res, plus everything looks jaggy, though this might be lessened in 2D. Sakimoto's style will be easily recognized by everybody, and he doesn't disappoint so far.
It's too early to say more one way or the other, but the prospect of exploring a brand new Matsuno title after so long makes me feel fuzzy inside. We'll see!