Well, with mutual exclusives, e.g. choose girl A->lose girl B, but choose girl B->lose girl A: those aren't in there because frankly, I feel it's a waste of time to create scenes for girl A and B, and by average have only see 50% of the audience see that work. So there's exclusion paths, but they only exclude people you have no interest in, they won't result in seeing content you wouldn't see otherwise (except where it modifies dialogue to reflect that choice). That idea of not doing mutually exclusive paths was there from the outset.
As to fluffy and light, IDK. I mean, you can choose to pursue her if you like her, and if not, you don't have to deal with her much, so there's an impact, and it'll influence a ton of dialogue with Macy/Denise but also with the other office ladies if you do, (and that's a huge impact from the scripting side), so there's consequence and meaning to the choice.
But I understand the deeper question here: are there Consequences (capital C) to the choice? No, and by design. Dire consequences might be fun if you're playing the Witcher, but in a VN, it's just cockblocking (or cuntblocking, depending on the player).
I really hate the idea of having to choose between love interests because someone decided
hard choices are fun, and that they make for good drama. I don't think they do, I think they're a kneejerk reaction to what the developer feels makes good normal games, but I feel it's misplaced in the erotic/adult VN genre, especially for a game like this. If there are consequences (lower case) to choices, they should be clear to the player up front, and avoidable, otherwise, you're just setting the player up to be frustrated.
Somewhat related, I wrote a whole bunch on choices
here.
So, coming back to your original question: yeah, that was my intention from the beginning, although I couldn't have imagined LomL would turn out to be so massive, so I hadn't foreseen it all playing out in this way exactly (just the broad strokes).
Dangerous choices: those are the choices that lock out Macy&Denise. The game will tell you what you're about to choose there so you can avoid it, or it'll hide those choices entirely if you so choose so you don't have the immersion breaking "WARNING" in your dialog.