Time for the long response.
Combat. As far as optimal choice of weapons, your characters will chose what makes the most sense for the combat they face. I couldn't really come up with a good interface that let you make tactical decisions that wasn't painfully awkward to use. So, instead, the computers makes the best decision possible. Monsters are paired off against characters based on size. Up to six small creatures can fight one character, 4 medium sized, and two large sized. Engaged characters use hand to hand weapons, unengated use missile weapons.
So your best bet is to make your toughtest character your active character, and to equip all characters with one good hand to hand weapon, and one good missile weapon. The computer will make the best tactical decision after that.
Descriptiveness. The problem here is that if it is too verbose, it gets tedious. Some of you guys play this for hours. Once you've heard a line of description, you are going to hear it over and over again. So I've tried to make what is there short and sweet so it does not get tedious. I do try to have at least three different ways of reporting the same information, so that it isn't too boring. But I do try to keep them all short.
One thing I am trying to put into the audio model is the "what" function. That will let you say "what is a goblin" or "what is a bastard sword", and it will give you a longer description of the item or creature. It will take me a little time to add those descriptions in. (I think there are 400 monsters!)
I like your idea of more description of the surroundings. I've put a task into the tracker to create geographical distribution of plants to add to descriptions. That will be another way to track what region you are in.
Money. You have given me some interesting food for thought about monetization. What I have been struggling with is the point in time to throw the switch and charge for premium features. That's hard because there is no firm boundary between "no enough there to pay for" and when there is. Subscriptions are the easiest thing to do, but I always thought it was kind of slimy to charge a recurring subscriptoin and make your money off of hoping that people forget to stop renewing. I kicked around an idea with my managing partner today about having people buy a premium currency. This could be used to buy perks and novelties, as you suggest, but also could be incrementally used for, say, specific premium features like Bardic College voices, play in the premium geography, and stuff like that. It has the advantage that you only pay for what you choose to experience. If, say, you take a week off, it's no loss to you. There are a lot of kinks to it. But we'll keep thikning about it.
Inventory. It's a mess. Audio apps are terrible at lists. I know what we have is inadequate, and I'm really trying to work to make it better. Things work a little better on Google Home, because there are some intrinsic features there that make it better at recognizing minor differences such as "short bow" and "+1 short bow".
I'll look at my audio model again and see if I can support something like "inventory weapons" to, at least, filter the list. I will also try to see if I can improve my fuzzy matching so that if instead of matching a single item, it can say that there are multiple items that match. Then the program can do a followup question to ask which one you meant. It's a hard problem to solve.
And to Honk. Thanks for your words of appreciation. I've been a professional programmer ever since I left college. But I've only ever been an amateur games programmer. My hard drive is a graveyard of countless games I've written over the years that no one has ever played. (Star Lanes actually has code in it that is a direct descendent of some of my programming projects in college 30 years ago, and elements of 6 Swords use concepts I first explored then!) This is really the first time that I've created games that people have really played and enjoyed. The visually impaired community has been extremely supportive of this and that means an awful lot to me.
I was very taken by the movie Tomorrowland. It didn't do that well in the theaters. But having grown up in Florida, been a frequent vistor to Disney World, and a great fan of the US space program, it hit a very strong chord with me. One of the biggest parts was the idea of people being selected and praised for using their gifts and skills for the betterment of humanity. It's always challenged me and made me feel I could do more than just write stupid games that no one plays. But one day I got an e-mail from a mom about 6 swords and her son. He is blind and has two older brothers who are very into computer games, and that this gave him a chance to participate and play in a computer game like his older brothers. It still brings a tear to my eye and makes me feel like I'm achieving something and might someday deserve a pin like the characters in that movie.
I do hope it turns out to be, at least, revenue neutral, if not lucrative. Not just for my time invested, but if I can make money at it, then others can. And that will give an incentive for other substantive audio games to be produced.
Anyway, one last thought. Look into the Google Mini and see if it is out in Germany. The price point is pretty low in the US. Or, if you have an Android phone, you can invoke many Google Assistant apps via that. I've had some problems getting my stuff to run right on it. But if you see problems, let me know and I'll work to get those bugs fixed.