Edit: Did i get things right with HATE/INJU/PLEA/SHAM to always keep under 1k? Because one my Chosen, Shadow, had in a Fight right now over 1k Pleasure. I got her already on the Path to Distortion with her Morality and Confidence both already T2 broken. Sorry, i am still a bit new to this Game.
You got things pretty accurate, with only one thing that wrong that I can see. As far as I can tell, it doesn't matter how high or low you get any of the stats that are not part of your Distortion path. The key thing is that you do not cause the T1 break for that stat. All the surround moves (Grind, Caress, Pummel, and Humiliate) can cause either one of two T1 Breaks, and the commander Suppressor mutations can cause a T1 Break for their relevant damage type. The T1 Breaks trigger when the Chosen reach level 3 (or 10,000 if you prefer the raw numbers) in one of the circumstance damage types Hate, Pleasure, Injury, or Exposure. All of them cause the Chosen to use a "selfish tactic" going forward, which lowers the circumstance damage taken from the moves that would trigger the Break in the first place, whenever they reach or exceed level 3 in a future fight, and the Suppressor mutations your commander can use are there to shut down their ability to use said tactics, as they only become able to out-damage generic surrounds when the Chosen actively use the "selfish tactic". The four T1 Breaks are: Morality (related to Fear and Hate, caused by Grind and Pummel, triggers the "selfish tactic" Violence), Innocence (related to Disgust and Pleasure, caused by Caress and Humiliate, triggers the "selfish tactic" Service), Confidence (related to Pain and Injury, caused by Caress and Pummel, triggers "selfish tactic" Begging), and Dignity (related to Shame and Exposure, caused by Grind and Humiliate, causes the "selfish tactic" Hiding).
The lowest level of Breaks that have not been triggered, and how to cause them, are freely available using the examine action with the Psychic Reading unlocked. As long as you do not use the moves or commander mutations that causes the break, you do not cause the Chosen to deviate from their distortion.
Therefore, you can exploit any incidental damage to that particular stat at will.
This can be useful, for example, if I am on the Rampancy path and basic action for Hate, Grind, did not cause a Chosen to undergo Morality Break. In this situation, all the parameters are there, but Grind can also cause a T1 Dignity break, which has been set up for also, but I didn't use it because it can cause an Innocence Break and I wanted to try to save it for that Dignity Break and her Pleasure was pretty high. However, the Chosen is currently at zero Pain. With that in mind, I can use the Pummel basic action, usually meant to cause Pain and Confidence Breaks, as it can also cause a Morality Break. So I start beating the shit out of her, and hey presto! She undergoes a T1 Morality Break!. At that point, my surround timer ran for a few turns, so she takes a fair amount of pain damage. She breaks 1k and I get +2 Evil Energy. At that point, she and her friends can no longer be surrounded and wipe out my thralls. Day ends, collect energy, any vignetes triggered play, New day starts, I go to check the Chosen who underwent Morality and Dignity Break. I see the little indicators that yes, I did trigger those things, and I also see a little check in the first box of the Confidence tree.
HOWEVER, I am still good for the Rampancy Distortion, because this particular Chosen's Core Vulnerability is Confidence. Remember how I got +2 Evil Energy in the fight yesterday? That's actually a little bonus you get whenever you push a Chosen past 1k in a Core Vulnerability for the first time.
It has no further affect on the game going forward.
Now, all this is a bit risky, and can get very complicated very fast, as this game's basic combat fundamentals are built around setting up exponential growth feedback loops, so you want to keep a close eye on not just the stats, but also what multipliers are affecting them, and try to think of how going to the next level of one will affect the others. If you keep little tricks like this in mind, you would be amazed at how much damage you can rack up while not doing any actions that cause Breaks. The T1 commanders with two Suppressor powers and T2 Defiler commanders are great for this, the T2s with suppressors slapped on are obviously even better, and the T3 Punishers with any combination of the above are as powerful as the expense in researching and outfitting them would suggest.
One thing I like to do (with cheats, because good luck affording it normally, it costs like 100+ Evil Energy to make) is to make commanders by the bushel, in various different Suppressor, Defiler, and Punisher loadouts to look at how the feedback loops work and get a handle on how the different stats feed into each other as multipliers. It really helps to see it in action. Cheats are unlocked after the completion of your first Single Play scenario, win or lose, so it isn't actually hard to pull off.