Yup, the attributes mechanic is a great concept which is underutilised, but could be revived in the future. Basic checks in quests or subquests is the easiest solution for that.
For example: Eva's pinned down by Bonta, but if she has enough PP, player has a choice: to give in or overpower him and end up being the dominant one.
Another example: Burton blackmails Eva. If she has enough IP - she could somehow outsmart him and that choice is shown.
Overall: reward player who grinds for these points and give him an extra choice.
One big con for it is that introducing these kinds of subchoices which can lead towards subbranches with characters or specific events take time for developer to think through and create art for that, so it's one update per 3-6 months instead of 2-3 updates per same timeframe.
As written a dozen of pages before, I hope that one day Gilga will try himself out with a game with more serious narrative and storyline, since his art is great, his ideas for game mechanics are awesome, but he touches them on surface and doesn't fully explore them. It's like letting the water touch your ankles during a hot summer day, yet never taking clothes off and jumping in.
I'm ready to wait for 6-8 months per huge update(and even pay my own money for that) if the whole thing is well-polished and thought-through.