The problem is arguably not too many choices, but too many indistinct choices. This is something I've been banging on about from a game design perspective - having a dizzying array of skills or research options can be exciting, or it can be overwhelming and boring, depending on how each option is characterized and distinguished from the rest.
Less is only better insofar as it widens the "difference gap" between each option.
Less is only better insofar as it widens the "difference gap" between each option.