I haven't played a build, so this is feedback on the concept rather than the implementation. The chronicle and Sect Matters systems sound like the strongest hook: I'd love a leadership decision where two disciples' shared history actually changes the available choices. For example, assigning a scarce cultivation resource to one disciple could help the sect now but damage trust with a rival who remembers an earlier slight. Showing the relevant past events beside the decision would make the consequence feel earned instead of random. I'd also be curious whether doing nothing sometimes has a visible cost, since you said the world continues without the player. That would make the simulation feel alive without adding another system to the feature list.