This is probably tooting my own horn a bit, but as an extreme opposite example, here's my trailer for The Dark Mod 2.0:
https://www.youtube.com/watch?v=2pFeaBDNmR4I have some text and a silly voice over (not my voice) at the beginning as that bit is more played for humor, but as soon as the "serious" part of the trailer kicks in there's very little to no text or detailed explanation of what's going on.
I put in a quote to get across the idea you're a thief, but other than that everything is just shown and not really explained. As long as they understand the idea that you play as a thief and you steal things, they understand what what I'm showing them is part of that.
A lot of people asked about certain things in the trailer they were somewhat confused about, especially the lockpicking and pickpocketing bits. That's fine, they don't have to have a detailed understanding of what's going on right away because they can research or ask later, they just have to have get the general idea behind what I'm showing them.
If they come with questions about details then that's pretty good, it means they're interested and curious.
I'm definitely not saying you should get rid of all the text, a strategy game like this is definitely going to need a lot more text and explanation than a first-person stealth-action game.
That said, explaining what each of the screens your a showing do is overkill. I feel it's better across the idea of what you are doing, then show the UI and tools you are using to do that. They don't have to know right away how said UI and tools work, they just have to know the intent behind them.
For example, the audience doesn't have to know in detail how the graphs, summaries, and logs work, they just need to know that "the races have a detailed simulation behind them" and the graphs, summaries, and logs you are showing them are part of that.
If they come with questions regarding the details of how a certain interface or tool works, then that's good! That means they are interested and curious.