CGiRanger
Banned
I don't know that there would have to be sacrifices, per se? It was originally conceived to be on Vita as well as PS4, then delays put it out of contention for release on the Sony's dropped portable. So it was originally being made to be on lesser hardware, that just never happened until now. PS4 version has technical hitches, but it looks like the game engine already has a system for simplifying the effects display of units/attacks on-screen when commands are being given. (I haven't actually played the game, is that a correct assessment of how the game works?) If that's the case, they might be able to dial that in more severely in command-issuing moments on Switch. The visual style is intentionally excessive, but the gameplay systems seem to already have means of stabilizing when you need control; they maybe under-utilized it on PS4 since the framerate remained okay except for some hairy later events, on Switch they may have to be more constrictive.
Or, as some have mentioned, they might simplify battle balance with different enemy numbers (or clusters?) at a similar HP to present the battles as similarly as possible. Maybe also take off some of the particle lighting effects and quantity of particles in an explosion-shower. (Particles have been particularly problematic on a mobile device in other games, so it's the one worrying aspect of this port, that it's so particle-heavy in its effects, but they do have options.)
Interesting. So it was initially conceived for the Vita too? I guess that explains why so many felt the UI interface felt like it belonged on a mobile platform. Hopefully they'll be able to calibrate the technical performance on the Switch, though it seems that those only occurred for the Battle sections? And it would seem that the primary meat of the game is the VN aspect, and that the battles are more flourish and secondary.