At the end of the day, it depends on how the designer him/her/itself wants to focus on.
A celestial game about spiritual matters, or a celestial game about murderhobos. A game with no mechanics or complete mechanics. Both can work. It really just depends on the finished product.
We can give suggestions, but unless we dive in and make the actual thing, its all that's gonna be: Suggestions.
Save all the tempers for when or if the final product appears. (And only if its that bad.)
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Just met a new client today, who had no impulse control at all.
Yeeeeeeah.... We need to control our impulses as possible. !!!=_=\