I honestly think those are some outstanding suggestions!
Black-and-white morality is something I’ve repeatedly seen discouraged across the internet, and in fact, the COG blogs do so as well:
- “If you do want to add morality traits, we recommend using multiple virtues like “Honesty” and “Compassion” and not use an overall morality score like “Good” or “Evil”. We prefer moral dilemmas, where it’s hard to decide what’s right and wrong; when I’m literally choosing between two options, one obviously Good and one obviously Evil, I don’t think about the decision as much.”
All the options should still make sense, of course, and their consequences even more so. I get irritated quickly when you’re given multiple options, some incorporating shades of grey, but then the NPCs react as if it’s still a black-and-white affair. 
This is actually the main reason for me wanting to reply to your post. You mention how PCs often have a significant impact on those around them, but aren’t influenced in kind. Would you (and anyone else reading this who feels like adding to the discussion) then like to have more opportunities for the ROs, or any NPCs to whom the MC is close, to approach the PC and ask about them, or otherwise for the PC to ask them for consolation/support? I didn’t think about this until now (which is shameful, really
), but now that I have, it strikes me as brilliant. Not only would it make the ROs more engaging, it would also give the player character more depth, as well as exploring any background the story has created for the PC.
I understand why you have difficulty explaining your point, so allow me to attempt to rephrase it: You want ROs to be more relevant to the PC’s life? To offer a reciprocal relationship where both individuals can rely on and ask for support from the other?
Yeah, that would be awesome! It sometimes feels like the replies the PC gives all fit into a nice box, e.g. the aggressive one, the timid one, the selfish one, the compassionate one, etc. More neutrality in the available options sounds grand, and even if it means you’re only writing, say, two to three more options, that would already lead to a significant increase in variety without costing too much time. Most situational branching options don’t have long-term effects besides altering the stats anyway, so it should be doable.
Not at all! Thanks for sharing your thoughts. For me, at least, this has given me much to think about.