The two types of turn thing is not really a big deal, it's just that it's complex, right? In a way that is not intuitive to grasp, so it means mistakes are quite likely.
I don't think I'm especially dense or unobservant (maybe I am!) but I managed to mistake a regular turn for an extra turn and an extra turn for regular turn. Well, maybe the first mistake made it more likely I'd make the second because I had primed myself to be aware of Cheetah turn sequence. Still, these kind of mistakes are going to be more likely the more you have different ways of doing the same thing, and the only way to tell is whether or not somewhere on the grid a box is greyed out or not.
It's a balance though, I get it. Between trying to design a game that works for different player preferences, and designing a game that is straight-forward to understand, and also limiting the overhead needed to make a turn.
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As for demand avoidance: I think it's something everyone experiences to an extent, putting things off, but I get that some people struggle more with deadlines than others. For me, having a deadline is a nice jolt of urgency that ensures I prioritise getting something done. For that, a 24 cycle is quite useful, it has to be done by the end of the day, but I don't have to be in the thread at any given point. I think if this was a 100% cheetah game, I'd be constantly checking the thread every hour, eager to post a turn so I don't miss out. It would be more compulsive and so less healthy (though a lot quicker).