Two things I'd do from the start:
1) Reduce the importance of the porn choice, or even eliminate it entirely.
Actions should be far more important w/r/t determining what sort of relationship the MC and Anne are in. No one decides to cheat on their spouse because they watched a video. At the moment, the choices don't really track with the game anyway; the threesome choice is irrelevant and (as we've discussed quite a few times) the cheating choice as currently scored actually closes off a major opportunity to cheat. A better way to approach that scene might even offer more choices, but have only one (swinging) advance a variable, since at that stage in their "adventures" swinging represents a change in the way they've been behaving. That could mark the point that the hotwife/voyeurism path can turn into a swinging path.
2) Eliminate the interracial toggle. By the time it comes up Anne's already had sex with a bunch of black men. It wasn't an issue before, so why would it be an issue later? Including it (and making it matter) just means unnecessary branching later on.
In fact, the spa threesome scene would be more interesting if Anne and Troy are on a mild and temporary d/s route. It can still end the way it does in Chapter 10 (being vague to avoid spoilers) because Troy's more of a controlling jerk than an actual dom, but it would explain Anne's actions at Troy & Chloe's apartment, it would heat up the spa scene (especially with a few minor dialogue tweaks, since Troy already pretty effectively takes control over a scene that Drake started), and it would explain why Anne sneaks out to meet him in Chapter 10. I don't think Anne's shown any real sign of being submissive aside from preferring sexually assertive men, so I'm not suggesting an
actual d/s route unless that's in the works for the future, but the brief dalliance is a way to help differentiate that particular series of encounters.
Also, a suggestion on dialogue (and this should really start very early in the game). In some games, the effect of the player's choice is immediately apparent by the NPC's expression (
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is an excellent example of this). There's no point in going back and re-rendering everything, but her current feelings about the MC and their relationship
can be expressed by subtle dialogue changes. For example: if he's pushing her to do things she doesn't want to do, or if he's cheating on her and she knows it, or if she's cheating on him, or if she's developing feelings for someone else, reflect that by reducing the likelihood of her saying "I love you" before they go to sleep. It's a small change and the people speeding through the dialogue to get to the porn will miss it, but it's a clue for those who're playing more carefully.
The reason I'm suggesting this is that the branching/route problem isn't just a matter of variables doing odd or unpredictable things, it's that the game doesn't really offer feedback to suggest that something's happening (or about to happen), which is why people keep coming here and asking how to find the spa threesome vs. the spa anal vs. the beach anal vs. the cleanup, etc. The best-written and best-plotted games don't
need walkthroughs to be playable (except for scene-completists like me) because the obvious consequences of choices are right there in the game.