I've been thinking about the structure of storytelling inside Articy:Draft.
So you open a chapter in the Flow Editor. You're now sitting inside a Flow Fragment and you wrote a description of some kind in the level above. So here inside you can add another Flow Fragment with a description or you can add a Dialogue (I'll call it a Chunk). If you open the Dialogue Chunk you only get Dialogue Fragments to play with (speaker boxes).
This segregation of Flow/Exposition Fragments and Dialogue Fragments isn't necessary. Why not allow all Flow fragments to house fragments for speaking parts directly? (and also rename them to something simpler like "spoken element"). This way a writer can drop speaking parts anywhere she wants, and Flow Fragments will begin to serve as the universal organizational object they're supposed to be.
So, the best solution I can imagine so far:
FLOW Element
Flow Element
Spoken Element
Jump
Condition
Instruction
Annotation
The Flow element is the highest level of organization. You can add any/all other pieces inside it. You can also use it as a simple exposition box to tie two other elements together. The text description inside the Flow element's box will be exported verbatim.
The Spoken element is for a single character's single line, identical to the old Dialogue Fragment (I think calling it a Spoken element makes it more clear that this can be a monologue narrator or whatever kind of voice the writer wants).
The rest of the elements will function as usual.
Essentially I think this organization would clarify everything, since the dual Dialogue vs Dialogue Fragment structure makes writing scripts very unwieldy. This new organization would preserve all the current game mechanic design patterns.