^These are very decent ideas, however you should be more clear about basic personality. Most of our characters (except random girls) should have a more or less unique personality, so it will be impossible to perfectly code for everyone.
Things like what they like, dislike, hate might depend on traits, but if you want more personal approach, you should give actual example of such a system.
ill use Anko as an example
Likes: showing off, exercise (this is what she says when you talk to her about her interest)
Dislikes: non-combat activities
Hates: cats (i know this one is unrealistic, everyone like cats XD but i need an example)
Likes (when doing something the girl like small increase on disposition +1/+2)
* Showing off:
+ All activities that require of her to be naked or half naked get a small little positive bonus of +10%
+ Changing job to striper only need 400 disposition
+ You can convince her eventually to be always naked, this one is a double edged one, it will let her have the +10% bonus always, but if she gets hurt damage and recovery time increase by 10% and she will not wear armor/clothes of course
* Exercise:
+ Small bonus when performing athletic/combat training or other activities related +5%
Dislikes (when doing something the girl dislike small decrease on disposition -1/-2)
* Non-combat activities
- When performing activites not related to combat penalty -5%
Hates: when doing something the girl hate, regardless of what it is:
- disposition decrease by -10
- obedience decrease by -5
- loyalty decrease by -1 (optional)
- efficiency while performing the task -15%
As you can see there is a conflict between showing off and non-combat activities, in this case both, bonus and penalties, apply:
Bonus: +10% +1/+2 disposition
Penalty -5% -1/-2 disposition
End: +5%
When doing something she hate the girl need high values, for example +80 obedience, +800 disposition and/or +80 loyalty (rounded the numbers :p), but due to the decreases, you will only make a girl do something she hates in case or great need, for ex:
You put Anko to protect a brothel with a catgirl inside, if Anko values are over the min required she will provide security for all, but the moment she get feed up (values go under min) she will protect the brothel but not the catgirl (she hates her after all).
In the example i used simple dislikes/likes like exercise and complex ones like showing off, for ex if she disliked showing off it changes like this:
* Showing off:
- All activities that require of her to be naked or half naked get a small little penalty of -10%
- Changing job to striper only need 1000 disposition
- She may wear revealing clothes but suffer a penalty of -10% on all activities while wearing it, if naked penalty increase to -20% and a 2% of failing.
Basically these are things personal about the girls, meanwhile traits are physical/psychological characteristics.
** This information is show on the info page of the girl **
** All likes/dislike/hates appears as ? ? ? on the girl page until you talk with her about them, you cant know them if she, or someone else, doesnt tell you **
** Traits like heartless or emotionless make a girl to not have any likes/dislikes/hates, you need emotions for that after all **
Basically, I like obedience/loyality/pride system.
However, fear is probably an overkill as a separate stat. You probably cannot be loyal to someone you fear a lot, so fear could be negative loyality for example.
In my opinion you can, but because the loyalty is totally tied to fear the moment she dont fear you any longer her loyalty disappears and she becomes aggravated even, in numbers for every +1 fear over 30 you get +1 loyalty but for every -1 fear you suffer -1.5 loyalty or even -2.
It is possible for you to do stuff for someone because you are scared of him/her, but the moment you are no longer scared you are bound to hold your ground or confront them, this is only my personal opinion
I hope i explained myself well enough :p