What is being described, when I read it is a regular story and those are o.k. as is.
Stats are mechanics used to represent aspects of the character being portrayed not otherwise seen in the story itself.
When you look at stats like: soldering, it is a way to communicate with the gamer what their protagonist is able or not able to do.
Guenevere outlines a base which then is customizable with all the essential elements that make a personality unique. While the base is the same for all of us, the character each of us has as the story progresses is different. Motivations are huge for the success of that story - a reader can make an evil Guenevere, a saintly Guenevere or even a Ditzy Guenevere because motivation is masterfully manipulated by @jeantown.
This is the key to understanding if your story can succeed - and it has to do with everything listed under the “etc.” in your descriptor.
A non-controllable romance is different then a non-optional romance - although to be related to many in this community that would require the type of people each person usually has a romance with. As an example, if you force a girl on a gay guy, that will be very problematic for most to accept in a Choice-script game.
If you force an abusive relationship onto your reader/gamer, even if it is but one possible path, that is too far for me personally but maybe not for another. My biggest issue with a very popular published title is just that - a sexual abuser is forced upon me as the reader whether I want it or not. If that was not in the story, I’d be a total fangirl of the author but it is and thus I am turned off of that series now.
Its very possible to write a well received game and have it well received but you better write it very well and be very elegant in execution because the structure you build for youself right out of the starting gate means that even the slightest trip will turn into a great tumble.