I have not read through all of this.
One of the design considerations about WoD/CoD is how conditional it is. If these conditions -- and I am not even talking about the conditions game mechanic here -- were constants, it would be easier.
They are not. They can be as capricious as 'I feel like using my use-once monthly bonus now'. Yes, there are definitely ways that you could code that and track it. Now multiply that work for the dozens of things to which this applies, few of which are handled in anything even resembling a uniform manner.
The system is explicitly designed to be as versatile and flexible as possible, and is heavily reliant on judgment calls to be made on the fly. Which is why you have the roll setup that you typically see; the game is designed for a single ST and a tabletop environment, unless someone is using the LARP rules instead. That there are different rules for the same core concepts of a game for tabletop and LARP alone is significant, in that it recognizes that the tabletop version has substantial issues when someone tries to directly apply it in a LARP environment, and the same holds true for a MU environment (even if some of the problems vary somewhat).
This is one of the reasons it can be great for MU if people all know the rules and don't mind the code complexities designed to preserve as much of the intentional versatility and flexibility as possible of the tabletop experience, but that I feel it's a bad choice for a system to use if you want one explicitly for use in an MU environment for this same reason. WoD/CoD can be streamlined in its code, but doing so generally will also require some mechanics or rules shifts in the form of house rules -- which means you just replaced more complex code commands with a new pile of rules and exceptions to learn.