Yeh, it was also a bit weird for me that this somewhat stoic, confident person that arrived on the ship turns into a stereotypical schoolgirl when observing the commander in the generator room and then even more in the medbay. xD I guess part of the disconnect may be that, regardless of your personality and core tendencies, you can act different with different people? Like I felt like the captain kinda steamrolled me when I left the medbay to get me to the meeting, and I figure it was because I had done "submissive" actions in private moments with others, but how you act with certain people can be different, you know? Or even just how you act at work. Or just because I thought the doctor had a point, that didn't mean I was necessarily submissive otherwise. This is probably extremely complex to simulate, though!
I always loved the way things worked in the "Our Life" games, but those always had so many choices and ways of responding. Not sure if that's even feasible for a more plot-based game like this. Maybe it's just the choices/choice nexuses? There do seem to be a toooon of personality traits. It's bound to get tangled.
I did enjoy the more "natural" fliting options, ones where you were just kind of sensing if the other person liked you, too, but I felt like not every route had those. I don't really think you can determine what kind of relationship you want to have with someone just upon meeting them. xD May be more accurate to ask if MC finds them attractive? That could help with a more gradual and natural ramping up, for people who want that. I mean, I'm sure there are people who jump into things immediately, but I feel like people kind of go for the vibe check first. xD I also did find the fact that the commander was "confessing his feelings" over comms was a little intense for how seldom the characters had spoken up to that point.
Enjoying a lot though, thanks!!