By and large, I am pleased with the changes I have noted in the last few iterations. The new clothing setup in Scotland makes a lot more sense than the old one, where the MC was just given clothing by the program. Now, she has to use what she has in the backpack (she needs more than one top, though). I also realized the relationship between the age you choose for the agent at the start (which is her age when the assignment to Project Neptune will take place) and the number of assignments the MC has before that. She has enough training and (roughly 2-year) assignments to fill in the gap between graduation and assignment to Neptune, but no more.
I did find a few of the "odds calculations" a bit wonky; in one game the MC was trying to change her grade by talking to the professor. All of her skill attributes were averaged, and then a -4 was assigned because she lacked the "persuasion" skill. With that big negative delta, no other modification had any impact: it was a 10% (perfect die roll always succeeds) no matter anything but that persuasion skill.
I am still going to complain about the plan to use one whole development cycle on player-suggested kink vinettes, though. That still doesn't seem to me to be the best use of dev time. But I've made that argument and will just leave it at that.
On the ideas front, it struck me that, if the game is going to try to balance a sort of "satisfied versus neurotic" mechanism as I suggested a little while back, having the weapons dealer guy send those selfies would definitely impact her satisfaction, since a bunch of acutely embarrassing (and em-bare-assing) pictures have now gone into the intel world out of Neptune's direct control. She'd be pretty unhappy about that, given its potential to screw up her career. That was a great scene, though.