Just some comments suggestions and observations. I've played this the last few days putting in a number of hours.
I noticed the weights for some of the females that I've looked at are odd. Piper is 5'10" and weighs 103 lbs. She would be skeletal at that height/weight. From her picture she looks solid with large breasts, 160 lbs would be more reasonable. Same with Michelle at 5'7" and 106 lbs. Her build in game look is more around 130 lbs. The other two that I looked at (Lovisa and Juno) seem fine at 5'3/103lbs and 5'3"/117, respectively.
In combat there is no way to disengage. A suggestion: have that option which would allow you to leave after realizing you aren't going to win. Give the enemies one free shot and then you are out of combat. Also, is it possible to add an action to use a tendstim to heal during combat?
Can you add a way to switch which female is in the top position? I've run into several incidences where I wanted to drop off a slave to work only to see that the one I wanted wasn't at the top and had to go back home to swap them. Adding the switch arrow so it works in town, the academy or shops would be very user friendly. Or as option, recognize both slaves and you pick which one for work assignment or classes.
Weapon balance seems off to me. There is no reason to use any other weapon than rifle or assault rifle, the others are pointless and only trash loot. Even then the assault rifle is problematic. It uses to much ammo and ammo is expensive and you tend to miss a lot. Also, assault rifles tend to have a burst mode that is 3 rounds, not 6.
Now, if you add an extra distance in combat (melee, mid, long) and at melee range you could make the rifle and assault rifle unusable and have to switch to another weapon (also something to add to combat). At that range you can use any melee weapon, of course, but the pistol and shotgun too. To make the crossbow a little more useful, increase damage to, say, 12/18 and it bypasses armor. Not terribly realistic, but gives it some use against heavy armored opponents. Not sure how you derive crits, but maybe give the xbow a higher crit value, too.
You could add bonus/malus values to each weapon, as well. Assault rifle has malus to range attack due to recoil. Rifle has negative malus at mid range. Pistol has no bonus to mid range and bonus at melee range and malus at long range, etc. Small numbers to add or subtract to hit values.
Just some suggestions. Not sure you can program any of this or how difficult it would be if you can or if my ideas even interest you.