Eh, I get the logic there: the
major decision is whether the MC is willing to pay for sex or not. Each individual use of the restaurant shop is just a lesser detail in comparison. To me, that's one of the better uses of of the Major Choice mechanic.
I think the problem with Affinity is that way too many of the decisions are arbitrary: a lot of the choices feel either redundant or blown out of proportion. There are 4 full choices revolving around fighting someone (5 if you count Tybalt), and one of them is even gated by a previous choice. By the time we get to Tommy, what exactly makes that fight meaningfully different from the previous ones? Meanwhile, choosing to offer support to Steve is a Major Decision... why? It has literally no bearing on anything afterwards - particularly the decisions to extend olive branches to Chad, Quinn, or Maya and Josy. There's no clear logic behind what makes a decision
Major.
There's also the problem that while Major Choices determine affinity, it's the minor choices that determine Status, and Status is what actually changes how the MC
acts. Since DPC insists that Affinity represents an aspect of the MC's personality, it really should be Affinity that gates the different conversation options. But DPC spread that out across two barely related systems, so instead of a single, unified mechanic we get an inconsistent, muddled mess.
Sadly, that ship has sailed and we're stuck with the mess. It's never going to make logical sense, so we just have guess at what it's trying to do by how DPC frames a given choice.