The mod tools is still a work in progress so not everything is functional. For now, you can't use custom personalities in game, it's mostly for me to make the required expressions for NPC dialogue. But once it's fully implemented, the idea is one personality corresponds to one set of custom interaction and/or dialogue. I think I should be able to make it a bit more functional in the next version if that's a feature people would like to play with a bit more.
For now, the only things you can really do with actual effects in-game are editing the default personality (cheerful) and available dialogues.
Regarding the real-time aspect, one of the inspirations is Animal Crossing. The only real gripe I have with it is that it becomes a bit of a chore, the real-time component may be too present and if you miss an event, you have to wait a full year for to experience it again (or savescum). What I'd like to achieve with this game is a slow, chill pace that won't force you to play every day while still giving you some incentive to come back. I'd like to find the right balance so you can play for a couple days, forget about it for a few weeks, then come back and don't feel like you missed out on a bunch of stuff while still offering something slightly different from the last time you started the game. I'm planning to introduce things like seasonal changes (mostly cosmetic stuff, won't fundamentally alter gameplay) or reoccurring event (X times a week/month...), so the game world feels alive but won't take too much space on your schedule. For now there's really not that much content, so that balance has definitely not been achieved, far from it. But hey, I'll try to get there once I'm done with making those god damn sprites.