Tons. I think that's the answer you'd get from anyone who launched a game though.
It's a series of making decisions with wildly imperfect information, while trying to get as many iterations in as you possibly can to improve the information behind the decisions you're making, and trying to create the possibility for inspiration with each one.
Unlike much other software, "fun" doesn't have a formula, nor does it have a predictable time table to schedule against like "functionality" does. It's trial and error, and you try to win more than you lose. And you'll lose a lot.
When your "spec" is to create an enjoyable emotional response you're in a different world entirely from people whose job is to create software that serves a specific purpose that's essentially a known quantity. (Which is difficult and frequently unpredictable as it is!)
As a company's first game, there was added pressure, since the result would forever color the perception of said company.
And the little part about it having to be a particular amount of financially successful, such that they company could continue to, you know, exist.
So yep - There's a lot that would be done differently with more information, but in terms of the decisions made at the time, people who lived through it inside will know that they made sense.