How much details in description of the activity is "too much"?
It's hard to give an exact amount as it really depends on what's being suggested, but I use the phrase "sufficiently general" (relative to other similar choices) a lot.
Basically, I don't like votes that are just writing my drafts for me, or votes that are clearly throwing shit at the wall to see what sticks. I put in the effort to craft a puzzle to get worked through, and I do expect some kind of commitment to a specific solution or approach rather than just trying to brute force the thing.
There isn't a single solution that works either, and so if players take an approach that can plausibly work they'll be rewarded, though obviously any approach has drawbacks that will then come through later (either direct ones or just contextual ones; if you consistently played Misato as a strict disciplinarian for example, the parts where the players don't have direct influence would also be reflective of this, which may not always create optimal results).
Part of my limitation on long or excessively detailed write ins is also for the players' own good, believe it or not. In my experience doing DMing for old DND games I found some players tend to think "more = better" when in reality really detailed plans often have a mixture of very good ideas that are spoiled by bad ones also being present. Not every idea put forth might be beneficial. Having some flexibility in how I interpret an idea helps me implement it in a way that works with the desired outcome more, while a very detailed idea tends to mean I have to work with everything and have less room for leniency.
On the flip side, I'm also not terribly fond of "I vote we Solve the Problem" with no other detail included because that work should a) be incumbent on you to actually think of a solution, otherwise there's not much game to it b) means I have to work harder because I have less basis to come up with ideas and c) the lack of specificity means that what I come up with might not be what the players want, and that feels bad.
As for the "no speeches" thing I constantly bring up, this is mainly just an issue I had with the quest I'm
shamelessly ripping off using as a basis for this one where players would write flagrantly out of character motivational speeches every time there was a problem and it somehow basically always worked. Misato's no dummy but it's kind of hard picturing her as a motivational speaker who always knows the exact right thing to say given the amount of personal issues she has to work through herself.
For a better illustration, here's a made up example.
Scenario: Rei ate shit at mahjong the last few times she played with your operations staff and she's been stewing over it for the last couple days. It's off putting, and Rei has been neglecting her other duties to work on her game.
Too sparse:
[q] Talk to Rei and convince her to let it go.
I got nothing to work with here.
Too haphazard:
[q] Comfort Rei and sympathize with her
[q] Offer to let her practice on you and the other two
[q] Remind her of her other duties
[q] Tell her that statistically, most top professional mahjong players only come in first in around 33% of their games
[q] Talk about how getting too tilted actually makes you play worse and that she should take a break
[q] Take her out for dinner
[q] Challenge the others to a rematch
One or two of these is fine; all of them is clearly flailing for literally anything to get them out of this.
Too detailed:
[q] Tell Rei only 33% of games played by professionals result in total victory
-[q] Pull up the statistics on Google
—[q] Run a statistical analysis proving this if she doesn't believe you.
—-[q] Tell her a story about a bad losing streak you had. [the player includes here more or less the exact story they want Misato to tell]
—— [q] Talk about how it doesn't matter how good she gets because there's always someone better with another statistical analysis.
—-—[q] Give Rei a hug
This isn't super egregious but it would cramp my style a bit, so I don't think I'd like it much. Also, trying to convince Rei to stop trying to get better at the game is the bad idea mixed in with a perfectly fine concept that now I'm forced to include. If the player stopped short of enumerating precise details I wouldn't have to deal with it.
The life coach speech:
[q] "Look Rei, I get how you feel, I really do. When I was your age I too would get tilted at baiman haitei raoyue in my dealership. However, I learned the value of radical self care, and I think you can too! Also I stopped drinking and have gotten over the Angel thing. I love you no matter what Rei. Can I hug you?"
Good:
[q] Talk with Rei about how much she's dwelling on this. Explain you're concerned about how much of her time it's taking up and try to focus on the importance of moving forward after failure.
-[q] Maybe throw in an anecdote about a time you got stuck on something.
Detailed enough that I know what you're trying to do but not so detailed it's clearly desperate.