Lines seem plenty, next step will prolly be rewriting the whole module logic to be more sound and allow tracking of interactions states. After that, the logical step would be to use it to make interactions more unique and "branched" based on personalities. So far most of the stuff I've seen is great and a far cry from Alpha.
I am going to address the damn issue with blow offs now, I want it to work be at least acceptible, in perfect world, I'd like it to happen simply with a line or two of the char telling you to get lost and remain in interactions window looking at the other two char options but we do not have that kind of a control atm. It should be doable as proposed in 1)/2) and I'll do follow the logical path of 2) as agreed.