gallagtor wrote:I dont pretend to be an expert on this kind of thing, but I can't really think of any conflicts that could come from fixing the voices.. It should detect that and change the voices when it loads your save data. I know what you mean when you say that by fixing one bug usually leads to another, but that's usually in game, right? The menu screens don't seem to be that complex to me, but that's just my assumption.

See, it's all coding. One line of code can, and usually does conflict another. In the source of a videogame there is no distinction between "the game" and "the menu", they are all done through various lines of coding, to generate the desired action, appearance, and anything else the developer might wish to add to it.
There is little and no distinction between in game, and out, since everything you see is generated by carefully written functions that do what they are supposed too. So if a bug appears, the developer evaluates it, and what it affects, and if it needs to be mended - the developer will make a "work around" for it, to mend it (for example, if you have any experience with the browser Internet Explorer, you should know that it is almost entirely uncompatible with damn near every client-side scripting language, so then people who wish to increase compliance, will make workarounds for client side coding, so people can develop their websites to function properly in IE,) but 9 times out of 10, whenever you patch a bug, you're invariably creating another bug.
So the end result is, you've got to weigh the pro's and con's of your actions before you commit to them, because there will always be a new bug, when you patch a previous one. It all comes down to conflicts in your coding, and generally it just isn't worth it to try and optimise your entire game programming for the sake of one bug that doesn't have a drastic effect on the game.
Edit: Note: You also made mention that you don't see the menus as being complicated? Well, you should look at source files for these games from time to time. That, or look at fan games created in RPG maker, or a program utilizing C/C+/C++, since C is a very popular language for programming games these days.
You could even look at PHP, which shares a lot of similarities with C, but lacks about half the complexity.
Code is code, any way you slice it, and if you can't comprehend PHP streight out of the gate, then the coding involved in programming a game would whoosh past you so many times, you would prematurely age 20 years.