Welcome!
To repeat a bit of common advice on this forum, it is a truth universally acknowledged that no new IF-creation system has ever achieved a sizable userbase without some kind of singularly outstanding “admirable game” that makes people say, “I want to make something like that, so I’ll try this system.” To put this another way, presenting an actual game that does something cool with your system will almost always prompt much more (and much more useful) commentary than just advertising a new system with theoretically cool features.
Actually, I’d go so far as to say that the lessons and feedback from developing and releasing complete games are far more important to creating successful new types of interaction than is the simple act of figuring out how to technically accomplish that interaction. The idea of being able to text-message a character in a game is an interesting gimmick by itself, but ultimately not that hard to implement. The really interesting part is who you are messaging, and in what contexts this communication mode helps or hurts the player’s immersion - which you’ll never truly know until real players start interacting with real games.
(Inform 6 had Curses, Dialog had The Impossible Bottle, and so on.)