The main story text (at least in the PS3 version) is nice, big, and readable, but a lot of the text that gives extra information is really tiny.
How linear is it? Are there any branching paths?
There are extra scenes in each chapter that you can discover by doing things a certain way, like by licking or listening to something when the prompt comes up. I triggered one for the first chapter on my second playthrough (there's a Newgame+) and it added a lot to a story that wasn't as interesting the first time around. I think there are multiple endings too, but i'm not sure.
The battle really aren't difficult once you get the hang of it, but again, there is a small learning curve. The system is pretty simple and really open to at least a couple different ways of playing once you get it down though.
I think the hardest thing to get used to is the interaction with the sensory-emotion system. NISA's page does a much better job of explaining it than anything in-game or in the instructions where they didn't explain it at all:
http://www.nisamerica.com/games/tokyotwilightghosthunters/system/index.html
I figured it out just by experimenting in game, but i was halfway through the game before i felt like i had a real handle on it. It's confusing, but it's also constant discovery and it's cool when you figure out what it's trying to do. Buuuut i'm not sure that was intentionally designed that way. The PS2 game Kowloon Youma Gakuenki (which Imai directed and wrote before this one) seems to use a similar method of interaction and maybe they expected people to play it first.
This came out during an unfortunately busy time for video games, but it'll be a shame if it's completely looked over.
"Better made" is pretty subjective in this case. It's a mess, but the presentation is slick and it feels like a complete game, just that they could've done a lot more with it if they'd had the time. I'm not saying this game is really good, but it is really interesting, and of course that's not going to be the case for everyone either.