It doesn't need to be centered, but please put the disposition bar and the interaction buttons on one side. After all, you don't want to feel like watching a tennis game while interacting with characters.
I originally wanted to put it horizontally at the top of the screen but Dark or CW didn't like that...
That shouldn't be too hard. Biggest change really would be how the interaction screen looks, unless you want to keep the current style. If you want to add a training version of it perhaps have the GM class hold a variable for which actions set to use, say "girlsmeet", "interaction" and "training". Then you could use the same screen for all three.
Well, the plan I proposed before is to have the buttons/submenu buttons to be displayed on conditions and they can hold things like ("girlsmeet", "interaction" and "training"). The trouble is that a lot of current girlsmeets labels will do perfectly fine as interactions label. In fact I want to rename all girlsmeets and interactions labels so we do not even differentiate between the two in the future and they're displayed purely with buttons conditioning.
*Note: Current interactions will be merged with girlsmeets, frame used for interactions right now is likely to be used for "hentai" mode (that could be started from some locations). Interactions will be merged into Girlsmeets and the whole thing will be called Interactions.
How do you want to actually get to the 'training-interaction' screen though? I could add a button to the training screen that just says "Personal Training" or some such to take them there. Or just place a "Train" button into the interactions screen.
I am really sh!tty at explaining what I mean because I usually code this stuff myself and having someone else doing that is very new to me

(although it's very, very welcome)
The idea is not to have personal "on spot" training and actions like "praise", "punish" and etc at all in the training screen. Instead when a player clicks on interact in the girls profile screen (girls picture), if a girl is in slave training instead of a normal background (right now it's called gallery) a corresponding background will appear (prolly some cell with chains or a room depending if a girl was broken already and is in professional training or she is still resistant and it should be a cell/dungeon). Anyway, there should be a button (training/personal training as you suggested, name doesn't matter). That button should lead to a submenu (another dropdown screen) with training options. Maybe we'll need those training options have submenus of their own, I am not sure yet... *Do note that some of the normal interactions options should be there as well...
Anyway, that was always the plan for "on spot" training or "on spot" actions. At some point we'll prolly adjust dungeons screen for faster access to interactions. The current dungeon assign screen should not have "on spot" training options at all and only be used to scheduled training by MC and other trainers during the next day.
I've got a simple consolidation of GM and interactions working. Not much different, a call to pytfall.gm.start_int instead of start_gm and making the interactions call some GM functions instead of their own and everythings working so far. Gonna play with it a bit still.
It's a step in the right direction but I want separate interactions to be gone in the end.

Got the styles working. Turns out you can't dynamically set a style using a variable without straight up copying your code and splitting them with an if statement as renpy can't predict what to use and throws an error
.
Moved things about on the screen to get the bar and controls on the same side. The menu floating in the middle looked weird.
*We'll make it work one way or another, there's always a way in Ren'Py to do stuff like this.
Another small update.
- Hero profile screen visual changes.
> Done work on frames, bacground and generally over screen elements.
++ Equipment doll for the experiment.
Oki, I want to add some minor changing to it tonight
