Part of the problem is outline text, which often looks like shit italicized because it thins out the strokes too much. But outline text is useful for avoiding the need for an opaque dialog box. I could see why some people would find it obnoxious. I mostly wanted italics to free up parentheses for the narration, but maybe there's a better option I haven't noticed in other games.The reason I'm not using italics for thought is readability (I strongly dislike when games use italic text for internal thought). I personally find italicized text taxing to read (and there is a lot of internal thought in this game, so a lot of text). So this is a stylistic choice. Whisper icons instead of size was a request from players having trouble reading the small font.
I'll add an option to toggle on italic text for internal dialog onto the feature request list as well.
When you say mix up, do you mean some kind of array of values that it rotates between or chooses from? That would be very cool but I can't imagine how that could be coded in a text script. I assumed that someone did a search-and-replace for "Sweetie" and put a variable there so whenever it came up, it filled in either (character name) if Incest Low or (character relation) if Incest High. There are plot points where it's essential to use the relationship (e.g. art class), of course.In the next update (r3.6) there is a major overhaul of (well fucking most things) the name system. Two big changes are in progress right now. Frist is character rename, which will let you rename most major characters in the game. Second is the nickname/petname system which will mix up some of the names characters call each other. So, actually it's going the opposite direction, by letting more characters use a petname for Morty, and a nickname for them.
If you want to use "son" I'd say assign it as the petname Beth uses.
The problem with "son" as a pet name is that the dialog seems to assume the pet name is a proper name and always capitalized, so if the sentence starts with the pet name you get "son, we talked about this" etc. It's similar to the problem of "a" before the age, when someone picks ages that start with a vowel like eighteen.
In many ways this reminds me of SummerTime Saga where it was originally designed with incest themes and after they took it out, almost none of the dialog made any sense. (Yeah, why wouldn't your landlord be involved in your daily life and want you to do well in school!) So I imagine there's a whole bunch of subjective dialog which has to be evaluated on a case-by-case basis. Even with Incest High Beth there's still dozens of lines where the main character stops to remind himself that she's not his "real" mother, lol, owing I'm sure to the original Patreon-friendly design.I'll give it another going over and check all the capitalization is correct. Short version (deleted a wall of text) this was feature that got asked for to dial back the amount of "bro" and "sis" showing up in the game, and it's a big game so it didn't get as careful an eye as it most likely should have.