The question is, whether a simple summary of the various choices of a dialog in 2-4 paths, with e.g. rejecting attitude, pointing the way attitude, open attitude and neutral attitude (perhaps still with note ++/+/-/--) makes a supposed best way more clearly recognizable.
So, that various currently included choices are summarized not as dialog text, but as attitude/stance or otherwise.
Such a summary would, in my opinion, leave an aftertaste and completely change the game.
With a walkthrough mod, e.g. a path marked with green text in dialogs, at least 1/3 of the written text and correspondingly different images of the paths to the right and left of a supposed main path are lost.
That is a lot of invested time that is no longer triggered.
The choices of a police chief as one of the extreme examples of the possible paths (branching of a tree)
In some cases, however, it is simply "continue" (-karma), "continue" (-2 karma), "continue" (-3 karma), ... (linear, like in a photoshoot).
You can ask yourself if a short interlude of possibilities (trigger a button with question mark), in the sense of "You can achieve in the following dialog with this person: a) nothing b)annoy c)annoy significantly d)score
which is already implemented",
adds value to the whole thing.