Nice, thanks for the acknowledgement and the answers!
About faith, if you feel strongly about it, I wonder if it could be made a game rule. I don't know how easily mod can add their own, but if possible, and (big) if you can find a relatively simple modifier (to
not have to redo a lot of complex work), it could ease some people into it. Lots of if, and for your audience maybe it's not worth the work, that I don't know.
One thing I would add to maybe clarify about learning and documentation, it's also about what you can or can't do. For example there's a big craft menu, and you get the craft tutorial in the beginning, but after that... are we supposed to be able to use it? Do we need events? Or lifestyle perks? Or level of skill? Or unique modifiers? Can we delegate, for example is it worthwhile to try to recruit someone else in court or coterie to do so, and if so which perk/skill/splat/thingie are we looking for? It's more about being presented the whole sandbox, specific things in it, and not knowing if it's worth pursuing and how to do so. Details we can get through experimentation and reloads, but general things like that are harder to grasp if not covered in the wiki.
One last "big" (all things being relative) I forgot, is about blood bond. I was very confused and surprised a cainite could apparently drink another cainite blood, with no effect (talking early on, pre-Sabbat rituals of course). Maybe I missed something because I naturally stayed away from it (coming from the tabletop), but it's such a core mechanic and element of the game. But maybe it's a similar answer, and would be too limiting and dangerous gameplay wise for the general audience, and I can see perpetual/permanent hook unto you not being fun for new players
