I only played 0.14a which is a couple of patches ago so sorry if this feedback is no longer relevant, but I'm guessing it will be. I'm not sure I'm a fan of the way the content is gated in terms of affection/progress with each character. I liked the prologue - making choices between two things to say, which character to talk to, etc - but I'm not a fan of a system where you can effectively "grind" all the relationships up to max as soon as you hit the open world, or even up to xyz level max and then this being extended further as the game progresses. It's immersion-breaking to think that these trust/relationship plotlines would progress just camping out on the road, and it feels grindy to stay there going from "just met" to "ride or die bros forever" with the entire party when you're still at the equivalent party of your journey to like, idk, everyone just left Rivendell yesterday and is trying to remember which one is Aragorn and which one is Boromir
Most h games just force you along a railroaded plot and maybe let you say yes or no to each character, but I'm assuming you want way more interaction and choice than that
MGD does it a similar(ish) way to you but I think it makes more sense for NPCs; you reach them sequentially in a fixed location that is a dungeon you need to keep going back to to train, if you want to get to know them better you keep going back there, fighting your way to them, and fighting/speaking to them - rarely a rinse-repeat of clicking "Talk" "Rest" "Talk" until the trust number goes up, so it feels (IMO) more real. It's also often gated behind progress like beating them in a powered up mode, passing a difficult skill check, progressing further in the game, or completing a fleshed out subplot a la Venefica.
Many of those things above don't necessarily work so well in the context of a party of companions rather than NPCs around the world... but anyway, personally I'd rather see the content 100% dictated by progress through the game and/or story choices. It seems like a waste to write all these great scenes and then just let the player chew through the lot of them in the first 30 mins of the game. The potential for immersion, emotion, narrative etc to mix in to what's happening is much higher if things are happening in the context of meaningful events in the game, not just infinitely repeatable camping. Also, Ashley best girl, but if she has like 10 scenes already, it might be hard to keep them feeling fresh and varied if you wanted another 10+ scenes throughout the main game's plot!
BTW, while it's occasionally a bit too packed with memes and fourth wall breaking jokes, I really like the writing in this game. And the only reason I think it's a bit too joke-heavy is that I think the writing is good enough to stand on its own, so it doesn't need as many of the meta-jokes/anachronisms, it can present itself on its own terms