A few things like separating the different skin textures in separate sliders similar to how the profile does it would go a long way. Same for makeup.
Skin textures? Did you mean skin tones? If you have specific suggestion, pm them to me and I can take a look.
However profiles use a completely different internal rating system and nomenclature - there is no easy mapping between profiles and genes.
To simplify: when you set a value like face type to 'Asian' in profile, under the hood there is game code that defines and computes a bunch of ranges for genes - nose, ears, mouth, head, skin, eyes, etc. You can't 'create' an Asian face - the code checks a model against those ranges and computes a rating of how close/far you are from the target.
This goes for most/all profile entry; there is no 'milky pear' shape or 'too much' makeup. The meaning for all those are defined in code by the dev. This is incredibly complicated and time consuming; I have no idea why the dev decided to do it this way. All of the logic is hidden and non configurable. Users have no idea why a model is 'African' or 'Perverted', etc.
Replicating all this logic and complexity in Monkey is a non starter. Instead I've decided to focus on proper gene handling. Those are the only thing that gets saved with the model image, and represent the extent of what the genetic algorithm can do.
The next version of Monkey (soon) will expose all the internal computations used by agencies - so you will know how much of an 'Asian' your model is. The support is generic, so you can add custom slider for any of the thousands of internal ratings the game use. But - you won't be able to set those values (for example make a model more/less 'Asian', etc.), as the game itself simply doesn't allow that.
-T-