Yeah, the ‘slightly’ is where it’s not been pulling its weight – if there’s about to be mechanical effects based on character personality (in the earlier versions, you could lose fights pretty badly for not having an ‘extreme enough’ personality to be functional at all, and it’s still true that you can’t get a successful outcome on personality-keyed choices unless it’s within the ‘correct’ range), then it really needs to be possible to correct that personality to what it is actually meant to be for that character – there’s few worse feelings than being told ‘no, you can’t accomplish that because your character doesn’t have the personality that they have.’ The effect ends up being that you have to second-guess every throwaway choice you make on the off-chance that it’s going to wildly skew the metric in an unintentional direction, and that is just plain not fun; not to mention that the player may have a very different interpretation/perception of a choice than the author, and I don’t see a way around that other than developing the ability to read minds… 
With regard to that last statement -
Case example:
To me this means, armor up your membrane in case of over-extensions or mishaps and drop from ledge to ledge – the equivalent of sliding down a ladder as opposed to going rung-by-rung. There is no scenario where I ever read it as ‘hurl yourself bodily off a cliff’ 
Sure, I can expand on that some more. Sort of what I’m getting at here is that if that spectrum is a big enough deal that it can have a meaningful mechanical effect (I think you can use it to beat Vantage into the ground? I mean, not in isolation, but yeah. And Vantage is one of the powered heavy-hitters, which is why I use that as a point of reference for significance), then it probably deserves at least a little more flavor. The changes in text are nice from a standpoint of giving an engaging voice to the narrative and adding replay value (both excellent things; well done and nicely thought-out
), but functionally they’re relatively minor, opinion commentary.
As a rough sketch, maybe something like >60 = minor flavor text >65 = more involved flavor text (highlighting some of the traits that a ‘that end of the spectrum’ characterization would be known for) / minor mechanical effect, >70 = mechanical effect (I think we’re still at >70 is the success threshold on that, but I haven’t peeped in the code yet).
And yeah, I realize that’s extra work; but it’s just feedback, take it as you will; you’re the captain of this here ship
I think it’s something that would add differentiation and enjoyment to a playthrough. Consider it a Wishlist item.
I get that; I mention it mainly because on one of the past few updates, I encountered a page that had like a dozen options on it and a lot of them were unavailable. It was an unneccesary amount of scrolling for things that you couldn’t do anyway.
Also, this might just be my experience, but I find it comes with a bit of a badfeel of ‘here, look at the things that you can’t do’ (because I haven’t done other stuff, I did this stuff.)
IMO, this IF comes with enough customization options that if you play it once and find it interesting, you’ll probably run it again with a different build and find additional options to, shall we say, play around with. Just my two cents. It might also be a nice touch to mark the powerset/fighting style in the options to indicate that those are a major swappable choice / call out Dime’s specialization.
Eh, maybe this is just me being pedantic, and not to argue, but there is a world of difference between ‘narrowed down’ and ‘positively identified.’ Yeah, it’s probably a pretty good guess that the previously-random-bystander sitting with the sudden-mask-person who isn’t letting you come up on them is less innocuous than at first glance. But, y’know, there are very plausible and quite innocent reasons for that behavior too. Being a person who is sitting with a ‘hero’ or not wanting to engage with a member of S.C.U.M., on their own, seems like plenty. And Insider has no reason to ever associate the unmasked face of Dime with their tagged mark, considering they’ve never been in proximity before.