1. Obedience vs. spirit: shouldn't these oppose each other? I mean usually to make a slave you need to break her spirit. So there should be formula obedience + spirit = 100.
2. Askprice - what is that? If that is cash girl demands up front to work for you why is it from 0-100?
3. Iron will is opposed to broken will - however, shouldn't "mind fucked" also negate iron will ?
4. If rebelliousness is high enough, girl won't work at all, is that right?
4. I'd like to see 3. newton law implemented

:
Reaction and opposite reaction:
You give rebellious girl item with "mind fucked trait". After that she does everything for you, you even have no problem branding her as slave.
However it would be great if when you remove that item from her, her rebelliousness goes through the roof: she probably even escapes and you have to re-educate her in dungeon.
Also it would be cool for other items - removal of items will have temporary negative effects on girls.
It would give some level of difficulty to the game. Remove anti-tiredness item, and girl can't work couple of weeks, because tiredness went to 100%.
5. WM editor - are green boxes for minimal/maximal value through entire game, or are they just for starting values? For example if I write in HP box 90 instead 100, does that mean girls HP will be maximum of 90 through entire game, or does that mean she just needs healing to get to 100?
6. Clumsy - girl makes mistakes; what kind of mistakes, how is that visible in game?
7. Non human vs. construct. If construct is checked, non human should automatically be checked also. If construct doesn't activate non-human because it looks like human, vampires shouldn't be marked as non-humans, since they are even more humans than constructs.
8. Random girl: trait - non human, box is checked as human. Of course most of us won't do it, but I would like that there is some order and some limitation implemented in this matter.