I feel the call to action should remain in the upper panel and be explicit.
For example in 'Small harbor pier' have in the upper panel the options
- Continue to loading docks
- talk to Bernd
Then show the conversation options in the lower panel when I select 'talk to'.
So your saying it should go Verb first ("Talk.." -> "..to Bernd about Stuff"), not target first ("Bernd" -> "Talk about stuff")?
I'm not sure which is better; I think the new one has more potential for growth, though.
...
For navigating around the world, I'd put NSEW directions on go directions and maybe give the player an automap. I could never get a handle on which "go" directions were leading me back to places I'd already been or when I was traveling in circles (and I had played the original for a decent amount of time). I was never 100% which action choices were "go" commands in the first place, actually.
Navigation is still quite a mess. It definitely needs more attention.
I've been hesitant about NSEW because this is not how most of us navigate in our daily life. Some indigenous people actually think in NSWE, but most of us use left and right. But left and right will also be problematic when I start adding room illustrations, as it will be hard for the player to tell if "right" and "left" are relative to the view direction or the movement direction.
But perhaps I could express NSWE in a more subtle way. Not really mention the words "north" and "south", but still maintain some sort of direction indicator. And a mini-map would be great.