Maybe you can create rules for that for each personnel. Like an options menu where the player clicks/tags the default behaviour:
- auto use
- ask each time
- never use
- conditional use (like when below x and below y etc.)
A bit like firewall rules, where each char is handled as a "program"
Yes you talk about auto use items, whilst ask each time is undoable with unity since there is no Message Box which would stopped program from working and wait for input, so there is auto use and never use. As for conditional use I see what you want to have but truthfully since mine code for autouse only search for single effect and gets the cheapest potion to use, so it would be possible to use not the most fitting potion, if we want rules we should define them with target potion, whilst if we do not add custom made items it would be fine, but will bloat our saves, or there is other define a rules class, set some rules in json and just select the rule in combobox. But the problem lies somewhere else, micromanaging for every girl we would need buy them a set of potion and re-buy them every time they run from that, which for single buildings isn't problem but with 100+ girls would be pain in ass (or there is a possibilty of buying from shop, but in this there is a problem with lack of supplies, since i decide to set shop to sell only finite amount of items every turn, similar to WM).
So I though about another approach since most time we have so much money that we do not have something to do with them I thought that would be great idea to spend them more and i reward we can use characters more, so I also implement some simple mechanism similar to pension (but in one aspect different while pension is payed always when checkbox is checked, here Auto Heal and Auto Recover is cast by qualified mage every turn (this is the background for those option) the health is not full or tiredness > 0)), where on the beginning of turn it's been casted and recover small amount of health or decrease tiredness.
The result are better than i thought with MC has been working on two shifts for more than month before I needed give him a rest and additional i earn more than spend (But only small amount), so if we add pension for non-player characters it should give income at level near zero which on higher level the cost of this will increase, until it will be cheaper to use items (As for result for MC sister she needed twice times potion to help her with fainted state).
So currently I would keep those mechanics similar to pension, and I think in future I would implement a better algorithm to use items with rules which we define either in Lua or Json, depends how simple structure i could get with using only json. Also I would probably give the shop option to keep infinite amount of potions and buy 10 button also buy for every character in posesion (which i mean buy a single item for every character we own, so we do not need to manually give potions for them) but it would not be in near release, since I need to think more about not only algorithm but also changes for shop.