I love that you've implemented a program to create this! It makes the system more intuitive.
But I feel like something major is missing. Is there a way to add switches to help progress the quest?
Say you're supposed to speak to Mrs Butterworth's neighbor BEFORE collecting the cats. He tips you off on where to find them. A switch is connected to him that is turned on and the quest shows that you can now go collect the cats.
I feel like that could be really helpful.
The script isn't going to be doing everything for you. You have to do some work yourself. If the script changed every single variable/switch for you for every quest, you'd be spending more time in the quest editor making sure everything is setup than you would be working on your events/maps. To do what you suggested, you'd simply just turn a switch on when you go to give your player a quest.
Then with the neighbor...
This script is just a framework more or less. It won't automate everything for you nor did I ever plan it to. It does, however, provide a way to keep track and manage quests. Progress them to show the next step. Mark them as completed, check if they have been completed, and so on and so fourth.
I assume they will have like 5-6 of them that can be named or disabled?
The editor allows you to have as many categories as you want. Or you can remove them if you want. The option to disable all sub-categories is there for people who don't want it. As far as displaying quests in the quest list, there's a few ways you can customize it.
Three different modes:
0 - Don't show empty categories
1 - Show them, but greyed out if empty
2 - Show them, but puts "No Quests" underneath
Can also display the number of quests per category next to it.
A gif of collapsing/expanding categories.