It's also worth noting, that she's been abused by her plenty, and since this is a pretty early event, naturally, «understanding», and «compassion» towards Becca don't have any roots in Blake's mind yet.
What I am telling is not about factual correctness of the diagesis. It is about my identification or failure to identify with the player avatar that is Blake. This is metagame and feedback from the player to the developer about the game. Discard whatever is not useful from a design and playtest feedback perspective.
I believe, you've skipped the entire storyline where Blake is allowed to change Rebecca in certain ways.
I have played the game through at least a dozen different ways exploring what each decision does by meticulous saving before branching points, saving the branches, and exhausting combinations. I am aware that the player can to some degree change Rebecca near to the end of the current content, but what I am fundamentally talking about has less to do with the characterization of Rebecca and changes to her personality and far more to do with the establishment of variances of Blake's orientation and perspective of Rebecca and the situation that Blake finds themselves in from the start. Particularly, my comments almost totally concern how the player reflects their own views and opinions into the game world through the player-character of Blake.
The player is significantly restricted from establishing their relationship with Rebecca from the start. Blake is hostile to Rebecca in a way that they are not towards Melinda and can't be. They are uniquely hostile in fact compared to how they react to abuses from any of the other girls.
Narratively, Rebecca is the unlovable bitch and Blake has little to no sympathy for her. Even later when many of the positive, constructive options are taken their relationship ends up being one of a kind of tolerance. Bree is somewhat the mirror of this dynamic.
As for the bimbo route, what you're describing is just the first stage of it, the entrance point. Blake does not become a bimbo by just sheer will, this character has to be planted inside Blake by other people, often having their own agenda. Which is why in order to progress towards something more desirable, you have to start it, then «upgrade» your Blake through other routes.
I am aware of what is required mechanically to get on and stay on the bimbo route. I am aware of that because I test mechanically and extensively in these "CYOA" games, so I end up finding the options which are non-intuitive, counter-intuitive, easter-eggs, not-meant-to-be-found, developmental deadends, etc. I also end up learning a lot about the structure, implicit models, and implicit biases of the game design and narrative.
In my organic playthroughs where I make choices according to my emotional desires and needs for my personal edification, I never end up either entering onto the bimbo route or I invariably make significant choices not to allow certain characters near me which bumps me from the route.
As I stated before, I know this is because of mutual exclusivity conditions in the decision-matrix of the game. Not hard to verify by trauling the Ren'py scripts for the specific conditions that must be satisfied to enter or stay on the bimbo route.
Sum total of my feedback on this point: I have to consciously play against my own model of bimboism and bimbofication and deliberately take actions that I know that you as a developer have required by fiat to have any hope to walk that particular balance, and I have to tolerate a bunch of characters and situations that I do not feel are necessary for the realization of my player character as a bimbo.
That was a very lengthy comment, and answering to it in its entirety will take hours, so I'll just pick out a couple of things that I feel obliged to correct, if you will.
So.
1) my comment is for you to read and is to inform you strictly of my subjective experience and some of my objective observations. It is a playtest report in response to the results of that poll and in response to my experience of playtesting the last few months of versions of the game/story. Something of a personal explanation or testimony of why and how some of the implications of that poll reflect my own particular opinions and experiences of the game.
2) I am informing you; I do not particularly want you to reply to my commentary and report; if you are to provide feedback to me then I want to see it reflected in the game design and development in future patches.
3) I don't particular care about a forum post response from you. I am not here to argue with you, and I am not here to be corrected. If you feel that my perspective, experience, or opinion is somehow objectively and factually incorrect then you have not understood the type of communication that I have provided to you as a game design and a developer.
4) You are welcome to disregard everything I have to say, and I will no longer provide you with playtest feedback or narrative design critique.