Actually, there's a lot of proofreading that needs to be done. There's the apostrophe's
and the lack of spaces after some sentences.So there are also a lot of odd sentence fragments. So you can be confused. So there's also a lot of confusing information in the large text blocks and too many sentences start with "so".
I would also say that, presently, the UI isn't as good as that in Dwarf Fortress. In DF, the interface options are very obtuse, but most of them can be used extremely quickly once you've learned your way around (with some notable exceptions, like assigning labor). Doing most things in Arms Dealer seems to involve opening multiple ungainly windows and keeping track of information as you go between them, not to mention that the game chugs(!) even on my moderately powerful computer. I'll withhold from making too many specific recommendations about the interface until I've got into the game a little further, and I understand it better and know what kind of operations one makes frequently during the game. Right now, I just about got through the story objective to plot a travel route through a few countries before encountering a crash.
Regarding the simulation speed/pause debate, I think I might have said this earlier in the thread, is that you should consider why you have the time moving the way you do. Is the intent to make the player make rushed decisions, or to skillfully navigate the UI? If so, might as well keep it where it is, but I don't think that's really a good idea. If you want to maintain immersion, a real-time speed setting might be just as good as a pause, since stuff takes a lot of time to happen.