The crazy part, and why I initially thought Wu was taking so long on Revolution 60, was that we basically covered in the Wiki the game's biggest issues. Schizophrenic tone and art design, a plot that can charitably be called a spirograph plot (in that it goes in circles without going anywhere for a while), terrible optimization that cripples almost every part of gameplay, horrendous dialogue and character designs that featured borderline-trademark-infringement (Holiday's outfit is a fucking dead ringer for Amanda Lawson's from Mass Effect). Whilst some of this is a bit too much for GSX, others aren't, and it wouldn't be hard to fix these:
Scizophrenic Tone/Art Design: Stick to a proper aesthetic. Ditch the kitschy bullshit with Minuete's Deely Bobbers and Crimson 09's motivations and focus instead on keeping the game's tone with a more cloak-and-dagger theme and focus more on the conflicting loyalties involved. A bit of model-work, some additional audio added, and you have a considerable improvement here. GSX already flushed $400,000 down the hole so a fraction of that to fix this is fine.
Plot: Streamline this shit. Cut out some of the random walking around and focus things down for efficiency. Come up with better clues as to Crimson's instability beyond writing on walls and memes. There isn't even any dead bodies in the hallways or logs indicating what happened with Crimson 09, which should have been no-brainers considering how many games Wu borrowed from making this.
Optimization: This is the problem with Revolution 60 and why the game is as bad as it is; everything in the game is so inefficient that GSX can barely use particle or trail effects because the memory's eaten by everything else. Simplify the models and use memory-saving tricks (hide polygons not on-screen, simplify models at long range, etc) to reduce the footprint the models and environments have in-game. This would fix so much of the game's performance woes.