A possibly simple feature for the game that would have improved it: An option (or a visual aid & tutorial if it already existed) to temporarily hide the dialogue window would have been a nice addition for viewing the CGs.
As far as difficulty, I personally one shot this game so I don't know too much about the fail states. When the weight indicator turns red, was that a warning that I was about to fail due to weight if I went to the next week without purchasing the next movement upgrade? It was unclear since there was no progress bar or percentage like the other two fail conditions.
It might have been better to break out the effects of your time usage and upgrades into different stat tracking on the end week screen. I know that the time usage is having an effect, but I can't judge if it would have been better or worse to spend my time differently.
A second thought on difficulty while I'm at it: I never purchased food tasters until the very last week (so no effect at all). There were enough end week events during the game play that provided security for a puny amount of gold that it was not necessary. Even getting duped by the one event that reduces security by 15 (vague for anti-spoiler), I still survived with over 30 security left over.
Edit: One remark about the UI as well, there's a mismatch in how "good" and "bad" are presented in the stats. For security, the fail state is letting the bar fully deplete, reach zero. For the public unrest, the fail state is letting the bar completely fill, reach 100. Individually both ways of describing failure are acceptable, but as far as user presentation goes, rewording one of the options so they both either fail at 100 or fail at zero would be less confusing.