Sweet, thanks.
Sounds like you're not just displaying the max checked value for each girl_love/lust variable but rather what the next quest needs. Either way, the value isn't terribly useful when the Hint list is full of quests as it is up until there's only a few updates' worth of content to cover, so I wouldn't worry about it in the early game. It's really only supplemental information when the Hint screen isn't displaying something more relevant.
Speaking of...
After playing more towards the end of current content, I remembered a note in your changelog about not overwhelming the player with too many hints. When there are many events available for many characters, strict pruning is certainly the way to go to avoid overload.
On the flip side, though, I've completed everything up to v21, leaving only a couple updates' worth of events to go, with only around 8 characters having updated content and the Hint screen shows only a single quest which will only trigger sometime in the future. In this instance, perhaps easing off the pruning would be beneficial.
I haven't looked at your code so I don't know what is and isn't possible, but I'm sort of imagining rather than implementing pruning criteria and just displaying whatever events make it through, instead build a list and display the top X events. Or run the events through pruning and if the result is only a couple of events, then disable some/all of the pruning?
My suggestion for adding maximums to the Progress screen was, after all, basically a kludge to work around the fact that the Hint screen isn't telling me soon enough that there's an upcoming Chika scene that I'm short affection for.
For something completely different, is there a built in delay (e.g. a 1-2 second fade in) before displaying the 'n' Hint screen or 'p' Progress screen? If so, it's really annoying and checking what to select next ends up taking a significant fraction of the user's time when you've got Auto-Skip to speed through generic scenes.
Also, I don't know if it's possible in Ren'py, but can hotkeys be context sensitive such that e.g. 'n' will take you to the Hint screen but on the Hint screen, pressing it again would just take you back the to game? That way, the hotkey essentially becomes a toggle. I currently use 'n' or 'p' then Esc, but that's less user friendly than just 'n' + 'n'.
Finally, whatever you're doing with Happy event hints isn't working very well, at least for ones with oddball triggers like 'select wait until the next day' from the weekend afternoon's call menu. Selecting that is the adventure game equivalent of just clicking everywhere on the screen to hopefully find a hotspot as there seems zero reason to select it when there's almost always someone to call to bump up their points. As such, I keep having to look up the triggers from the Wiki. For example, I think a hint for XIII should show up after The Place She Falls Asleep At Night is complete.