Branching dialogue system using behavior tree

Hi guys my team and I are creating a surreal horror game with a heavy focus on exploration and dialogue. We want it set-up so that depending on the player’s input we can drive different lines of dialogue and attach those lines to certain events.

Our game is fully voice acted but we want to provide the ability of enabling subtitles too.

Here’s an example of our dialogue system:

Here’s a video showcase: Behaviortree4Dialogue - YouTube

As mentioned on the video it would really help if you could point out the downsides of having this sort of system in place, and alternatives for it.

Thank you for your time.