Yes, thank you, that makes more sense! But the solution - are you suggesting to warn the player that some of the choices are critical or to lower the threshold for scenes, so that even someone who misses check can see the scene?
If you lower the threshold, it negates the reason for having the mechanic in the first place.
While you could make it clear that some choices are critical (i.e. "You will miss 1/2/3 scenes if you pick this option" because there aren't any other points they can make them back before the scene), you're likely to get people playing not how they want to envision the character, but for the most efficent play.
I think there are two better choices that will require work, but will be more rewarding for the player:
1) Expand the mechanic to have pretty much every decision or action affect the crew score so they're constantly in a state of flux. While you might miss a scene or two if you've really followed the wrong path, you can't brick yourself from the get go. This also means a scene might be viewable after a few more choices are made but before you've moved on from the area (Anna on the beach, for example, means you've got a chance to gain a point or two before that opportunity disappears). Since its ship wide, High approval from the men on board means they might help out Fabian with endeavours of love, or maybe even other bonuses like telling him how to get a discount on items from the shop keeper or showing a dirty picture they found. I had Ethan on -2 for nearly the entire game, and as far as I can tell, nothing changed. Maybe that means he doesn't help you in the caves, but if he likes you he joins in to give you a bit more sanity or something (just spitballing ideas)
2) Mention at the start of the game something like "While your choices will affect how the people on board will interact with you, play the game however you want. Once you finish the story, you can go back and see what you missed" and create a cheat/debug mode that drops you at certain choices/just before scenes where you can choose to raise or lower your stats to see or avoid a scene. Slightly seperate from an unlocked gallery, this would allow you to play on from that point with the changes in place in case there's new dialogue, or scene plays out an entirely different way (I missed Olivia's visit because I chose Lauren's visit, and I only know that thanks to the walkthrough). I tried to make a few saves at those kinds of points, but I gave up after a while as I realised how far back I'd have to go to to set things in motion and stopped bothering.
Anyways, hope that was more helpful. The way the system is now doesn't ruin the game - if none of these options feels easy enough to implement, I don't think anyone will lose their mind. BUT if you do improve the system, or let people choose whatever choices make them happy and the get the cookies at the end of the adventure, it can only make people go "WOW, this is next level!"