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The problem with providing (extended) assets is twofold.
First, unless you provide an extremely large collection of assets (the likes of which is practically impossible to provide for any reasonable asking price, as these all need to be made by paid artists), you're locking the users into a specific art style (or set of art styles). This is fine if the user likes the style, useless otherwise.
In most circumstances, it's better to provide assets as a "demo" of sorts, and let creators look for art that actually fits their specifications (i.e. look for artists capable of fulfilling their specific needs, and paying them for art - or making the art themselves). Most professional visual novels will use original assets anyway.
The other problem (re: posing) is adding poses takes a lot of effort (you need to track the artists down and pay them for additional pieces) and is not particularly useful (because, again, most pro visual novels will use original assets anyway). Live2D models can be made to be poseable, for what it's worth, but there aren't nearly as many artists capable of doing that satisfyingly well.
No. I disagree. This is not something for "professionals", even if some people have used it to create games that they sell.
Most other Enterbrain products come with extensive assets included. Even, as I mentioned, 恋愛シミュレーションツクール, which came out in 2001, and which I'd use if my knowledge of Japanese were slightly higher.
So considering Enterbrain's other products, and considering who this product is made for, I don't think it's unreasonable to suggest character creation as a feature.
If you wanna work without VNM and make a good visual novel without hand-coding everything, you're pretty much stuck with Unity or Ren'Py - Unity is extremely tough (and in fact you'll be hand coding), and Ren'Py can't export to HTML5 (but is fine for local play). And either way, you're gonna have to pay all these coders (or be these coders).
Meanwhile VNM actually does the job so I'm like, sure, you may not see it being used by professionals, but there aren't many features a professional would lack in VNM and it's already being used for pro game dev. Drag and drop is not the privileged way of working in VNM either once you're proficient in it (typing is).
The remaining arguments I've already answered above. If you want a character creator, use one (nobody said you had to do everything in VNM itself), but that's not VNM's job (at least not yet), and fixing bugs / improving the engine and soft come much higher in the priority list. Implementing a character creation system demands too much effort for a comparatively risible reward, considering nearly no pro worth their salt would use it - and pros are the main target here.
2) Yes, you need an image editing program to change these. I suggest Gimp.
I don't know if I'd be willing to pay extra for a feature to geneate default characters. I make commercial games, so I already pay an artist extra to make CGs.
What this engine really needs to do is make sure everything works and everything is as easy as possible to use.