I never felt that much of issue with direction in GS1, the geography of the greater Angara area is like a big hallway, at most when you go to Northeast Angara and you can either go to Kolima or to Imil, otherwise I felt it straight-forward. GS2 is also fairly straight-forward up until you get the ship, afterwards all you know is that you gotta get to Lemuria, but it's not very clear that you need to get the pieces of the trident or that Yepp's song is a cheat sheet for entering the Sea of Time, Gaia and Aqua Rocks feel more like side-quests (which is actually good in its own way), but they are absolutely musts and I would've liked, with all the wordiness that comes with GS games, that the party also mention them as an objective rather than just stumbling on them and being "well lets just see whats in there".

The storyline would make the player focus and enjoy what they are currently doing in the ancient world
as how the story ends is a given (alchemy is sealed)

World Setting (tl;dr Each Lighthouse area has its major nation, plus the Lemuria Monarchy and other non-adept major players like the Ankohl) -- In Progress
Earth Clan
Mars Clan 
Jupiter Clan 
Antagonists (to be updated)
Protagonists (to be updated)
Battle System (tl;dr Blatant copy of Balance Age)
Psyenergy Expand (to be updated)
Puzzles (tl;dr DD puzzles were meh, GS1 had the best puzzles, be more like GS1) - to be updated