Re: verbs. I played a little bit of Delores, and the context-menu system is pretty snappy, but most hotspots can only be looked at so it's effectively a menu with one item. Sometimes two. If I see an object that looks like it can be picked up, I'd prefer to try and fail, rather than be prevented from even trying. This means either you write a lot of tailored responses, or rely on canned responses. It's annoying, but I think it contributes to the "never know until you try" aspect of solving these games.
I designed a game interface with a menu that always had at least three options per hotspot-- eye, hand, and mouth. Like CMI, the exact verbs changed based on context. Rather than being able to talk to inanimate objects, most items had a "look at" and a "talk about", which meant writing both Sierra-style popup descriptions AND an in-character spoken line. Might've been descriptive overkill.