A lot of people critique Atom for these walls of text, but we don't actually push the player to read them.
As a designer, that's a situation that should make you think. If a lot of people are critical of a specific point about your game, it probably means that there's something about this point that's worth looking at. Don't think that with this I'm saying that you need to create a game by voting, as if the presence or absence of certain characteristic should be determined by a democratic majority vote or something like that. Not at all, unless you're trying to make a game for the "general public," which is not your case.
But here, you are in RPGCodex. We're not part of the general public, we're part of a hardcore basement/vault-dwellers that continues to play games created 2 decades ago, and we eat walls of text for breakfast. It's people like that who are saying to you that your texts end up being too long. By the way, do you realize that even your answers end up being too long around here?
You're good if you only speak to important people.
And who, exactly, are the "important people" in your opinion? What you need to understand is that in a game, who defines who are the "important people" is something subjective and tenuous for the player. I won't know if any NPC is or isn't important before I click on it and see what it has to say. That's an obvious problem that has existed in game design for decades, and that different designers have found different ways to solve that. You are the one who created the game, so obviously you know who are the NPCs that are important and relevant to the story. The player has no way of knowing that because we're not psychics. Nothing guarantees that just because some character has talked about another NPC in another location, that this NPC is the relevant NPC of that location. How to know if there are others? How do I know if I don't need information from another NPC to solve some quest? Or how do I know if another NPC wouldn't have a quest for me? How do I know who has or doesn't have relevant information?
Maistream games have found a solution to that: floating yellow exclamations. The consensus for most of the hardcore fans of the genre is that this is a bad solution that makes the game even more linear and makes it dumb. Obviously, that's not a good solution. So what is the solution used by other designers? You'll probably notice it when playing classic games, but it's definitely not filling up several characters with dozens of paragraphs.
Design is nothing more than to use human nature and the basic impulses of the user in order to direct his experience. When you say that you "don't force players to read", you are committing a serious flaw as a designer. What you're trying to say is that you didn't create the text with the explicit intention that all players would stop to read it. But that's not design. Design is looking at human behavior patterns, genre conventions and player habits and thinking, "when I create the game in a certain way, what kind of behavior am I encouraging in the player?" It's important to realize that it has nothing to do with what behavior you have as a player, but what is the default and common response type for your target audience.
RPG players will want to discover new quests. They'll want to explore the places in the game to find out who the relevant people are and who they're not. They'll want to find alternative ways to find and solve quests, and overcome challenges. The question then is: how were the NPCs you created for your game thought to take into account these habits and the limitations of knowledge we have as players? And more importantly, how to do better in your next game?
Oh and the other part you remembered correctly, the system must be there, because if you can ask one NPC about the weather, but you can ask the other one about pine trees, it would be illogical. So we even wrote in that story about you being trained to ask these specific 4 questions unless you can't for some reason :D
Here I will say this: you know that you can have a perfectly valid and logical reason to do something and yet the result may not be satisfactory, correct? In this case, you can have a perfectly logical and rational explanation for using a "standard skeleton" for every beginning of interaction with any NPCs in your game. And even with this perfectly logical and reasonable reason, the feeling and final effect of it can be negative for most players. So here comes the designer's thinking: there's a problem that has arisen from that decision. What can you do to solve it?
---
PS: I want to make it clear that I liked (and still like) ATOM! I'm not at all saying that the game is bad, but rather saying that you can look critically at it to think about what you can do best in your next game.