The life of the Hero will always be harder. Hero is trying to have all whites, but we know life is grey. MC starts young, and naïve. He slowly starts to learn that Hero path, isn't the only path, it's on you which path he will follow.
I read among the threads, that stats only matters to fight. I'm trying to find a nice balance for them, as you know we only have "attack, defense, evasion, hp and mp". And I don't really want to "block" events because of an stat. I'm not trying to make a game with blocking choices but choices that gives different content. Not trying to go for a wide replayability, but to give the player the best content of each. Some choices will only change some dialogues, but that may be enough to make an event of your liking. I know a few single words can make a reading much pleasant to me.
So, the stats are mostly there for the RPG part, and some events are cinematic events, since I'm not trying to create a entirely new branch, just because player decided "not to defeat X boss".
I'm not sure this is a good way of making a game, but this is what I'm going for, a enjoyable experience, where you can do what you want, and don't need to be using a guide or making all the correct choices, but the choices you want. Trying to adapt the game/events to fit your liking the most. Of course it's impossible to fit everyone's liking, but at least, trying to get the closer it can offer.
Also trying not to make events interfere with the daily shifts, and offering the automatic option of the prison and the taming, since some players don't enjoy that part, so you can get the benefits without playing that.
Just as an addition, taming with trust will only take 1 or 2 days more than taming with fear. So fear not hehe.