The general message I'm getting from devs & from very brief conversations with Nintendo is that Nintendo doesn't like to approve ports but once you get approved as a developer, you can release pretty much whatever you want as long as it's not wildly inappropriate. So I think our best route would be to submit Rx Machina to them and then port CSH to Switch after that comes out.
Oh and all this talk of Battle Chasers makes me want to play it even more, but since I'm swamped with games - EO5, Mario Odyssey, Xenoblade 2 & SNES Classic coming soon, plus I want to grab DQ11 next month when it comes out in Chinese for the language practice (and 'cause I love DQ games) - so I'm waiting until the portable version comes out. And yes, I realize the irony of waiting for the portable version of Battle Chasers comes out while hoping people don't wait for the portable version of CSH and just buy the game now. :)
The dialogue is the thing I'm planning on focusing on the most with Rx Machina since it's the aspect of the game I'm least satisfied with. I have some plans in mind that should improve the quality drastically.
And yeah, the game was really buggy at launch, especially on consoles, due to us rushing to make the deadline - an incomplete version of the game went up before launch with the intention of being replaced with the finished version before launch, but we ran into issues getting PSN to accept the finished version. The PC version was somewhat buggy as well because I was literally finishing the game the week before launch.
Because of this, we're planning on doing Rx Machina a bit differently - we're going to wait until the game is basically done before officially revealing it with a cool trailer & a lanch date. That way, we'll have a few months to just focus on marketing & quality assurance, instead of rushing to finish the game a week before launch. So I'm happy to talk about our plans with it and discuss development as we work on it, but we're not going to show it off until it's ready to go.