Text options are fine in a primarily text game, a map seems like more work than it's worth.
Stats can be an interesting way of giving players agency over the character and feeling like their experience is unique. Labeling options with the stat requirement so players know when they qualify for things, or greying out options (but still displaying them) when the stats are meant are good ways of letting the player know how often stats are important.
If you don't label the stats in the choices that will better enable a player to have discovery moments where they revisit a scene they saw before but this time they have enough charisma and have new options, and that can be exciting. On the other hand, IMO, players can be lead into feeling stats don't matter if they just play through the game once or twice and don't revisit content because hiding the numbers/options means htey might never notice the checks at all.
That said
The problem with gaining stats as you go, as opposed to just picking stats at the start like you might in old school Fallout, is that the player isn't faced with a character customization option, but a puzzle to figure out which route will get them enough strength, charisma, and willpower by X point in the story, to do the things they want.
For instance if a player wants to have high charisma they have to first figure out, through trial and error, which options will lead to charisma and when those options get locked out by other options or time restrictions. It's a barrier to a player actually getting what they want and it's not particularly fun to do since typically it involves alot of reloading.
It becomes very simliar to some of those old CYOA books that only had a single way to actually win the game. Players might be forced to pick options they don't want to pick or see scenes they don't want just because there are stat boosts attached and they want to see some other scene later that requires certain stats.
A potential solution;
If you allow people to add to their own stats at the end of each chapter and have certain events reward them with extra character growth, in like a general sense, you can still reward people stat points but not limit the choices they make as much. Like say any event that adds a stat now instead just adds a general 'growth' point and the player can spend those at the end of the chapter on whatever stats they want. Or maybe divide it into categories like 'body' 'mind' 'lust' or something for stats so that body might be strength and dex and mind is charisma and willpower or whatever.
If you combined that with listing all the options available at each choice with the stats in there, e.g. 'Attack the guards (stregth:6)', with greyed out options so the player can see what they could have done if they had make different choices in their next playthrough, it could be more engaging.
disclaimer; not that the game is bad or anything now, I'm just spitballing