Paolo Greco’ has a good suggestion.
Legacy: Life Among the Ruins did a great job at putting separate-but-related systems in one game: play your PCs in one phase, play their families in another. Arguably, a third system comes into play when you zoom out of the current play era and time-skip ahead to find out where the families are in a few years, few generations, etc.
There are playbooks for PCs, and separate playbooks for families. There are basic moves for PCs, and separate basic moves for families. But the player only has to focus on a playbook/move sheet for either their PC or family at any one time, and the ideas are consistent throughout so it isn’t too jarring once you get used to the perspective switch.
Is your game complex because of interconnected systems that support each other, but don’t come into play all at once? Perhaps there are clear dividing lines you can draw between the systems. This might give you an idea to develop it for phased play, with simplified playbooks/worksheets that you only need during a particular phase, while the others go back in the folder.
Edit: also, instead of designing on CorelDraw, did you think about sketching everything on autumn leaves, and scanning them to .pdf at Kinkos?