I believe this is a pick your battles scenario.
As a developer, you want to be as inclusive as you can in each phase of your development focus. That is a given, and by providing choice for the reader on such a micro-level as ensuring that familial names match the reader’s choices, it is a commendable goal.
There are a few roadblocks to executing the perfect solution, and so you, as a developer, must figure out at what point your ideal system becomes the acceptable solution.
Currently, the “best available” implementation of such naming systems that I’ve seen so far, is a straight-up system of asking up front what the reader wants.
In many successful games, such a system is usually done before even starting the game. Things like content warnings, gender selection of romanceable options and even, if you wished, familial names are done in a block formatting situation.
Common micro problems at this stage, include:
addressing the fact that some players will not want to spend the five or ten minutes that are needed to give specific names to your cast of characters
that by providing such a micro-focused system you will push the goodwill of your fans that are actually repeating your story-content. Many will not want to go through the system every single time they roleplay a character.
that by requiring such a micro-focus, your readers will come away with a first impression that your systems are so granular that their time investment for reward ratio is not worth continuing the game.
You and others in the thread have been discussing solutions to the first common issue. The only thing I would add is: make sure your chosen approach fits your story/narrative.
I have no clue what your game’s narrative is about, but if it is involving something specific like the Salem Witch Trials, you’ll want to carefully craft your solution to keep your readers in that narrative.
The second common issue is usually addressed by implementing save systems that are persistent and can be used from one game to the next. The problem here is that the Choicescript engine has no easy way to accomplish this.
I know you are aware of the “slowing the game down too much” concern, but I am not too sure if you thought about “ease of replayability.”
You have already indicated an awareness of the third issue, which I think is great! Many authors are unaware of such concerns and do not address it in their game development.
The talk in the thread seems a good starting point to make sure you do not trip your readers up with “slowness;” there is one other thing I would suggest:
Giving people a few different pre-made families to select from. In addition to having the fill-in the blank selection, have three or four different existing families that will allow a fast customization that will not take them out of the narrative.
It will be interesting to see your choices once your demo is released in a WiP thread.