Man, everything Kurloz does bothers me deeply.
It bothers me because Hussie clearly wants to finish the story without actually writing it, and it's getting a little tedious.
I know this is from a good few posts ago, but I think this is one of the problems with Homestuck at large. At the start of the comic, every action was rendered in minute detail. A good many screwing-arounds later and we had four characters to individually command, so of course there was a little automation there: they were doing their own thing while the players were "being" someone else. Then it got more abstracted with the trolls and the Flashes and so on until we now only see segments of what each character is doing - only enough to where the fans can theorycraft about how each segments fits into the bullshit snakeporn overarching story.
This is what made it hard to care about Homestuck's story as it went on. I mean sure I still read it and sorta enjoy it, but it's really grating to have fives thousand instances of "let's be X up until something important is about to happen then switch to Y." I actually think Hussie is parodying his own tendency to do this with the intermissions and sub-intermissions and so on.
Honestly, that kind of storytelling is a leisure he gets by having Homestuck be a webcomic. Most "Homestuck-likes" are forum games where practically by definition the story is dependent on reader commands. If the readers are only commanding each character for a single awesome panel and then they switch to another character over and over and over, it's hard to care enough to write decent commands.
This is why I had high hopes for the Homestuck adventure game. I've seen people say it would be boring to control John exploring and grinding through all of LOWAS, but that is precisely what I have wanted to do all along. I want to see these characters and their powers slowly built, not taken by their shoulders and slammed against a wall inscribed "plot" over and over while screaming "I'M A DEVELOPED CHARACTER! I'M A DEVELOPED CHARACTER! OH GOD DON'T KILL ME!"
Even the alchemy became a joke after a while - the characters no longer needed item upgrades because they were going to go on their cool adventures and find a shitty legendary sword and become god tier whether they used that grist for a Cosbytop Superphone or a Sassafrazzle Dreamcrusher. But of course,
this was all a parody of RPG tropes all along, why would we want to be swamped in RPG stuff if it's all just for the sake of jokes? The answer is because this is less interesting. This method of storytelling is less interesting than making meaningful decisions or at least imagining the readers' and the characters' decisions are meaningful.