The dialogue between your two characters after level-up, healing, etc. needs to be made less binary.
Here's approximately how it works now:
Char_A: Neutral opening
Char_B: VeryNice response
Char_B: VeryAngry response
Char_A-Char_B_VeryNice: VeryNice response
Char_A-Char_B_VeryNice: VeryAngry response
-OR-
Char_A-Char_B_VeryAngry : VeryNice response
Char_A-Char_B_VeryAngry : VeryAngry response
Each of those possibilities has a unique line. This is four possibilities from two responses. If you up that to four possible responses to grey the scale up a bit...
Char_A: Neutral opening
Char_B: VeryNice response
Char_B: Nice response
Char_B: Angry response
Char_B: VeryAngry response
Then you get...
Char_A-Char_B_VeryNice: VeryNice response
Char_A-Char_B_VeryNice: Nice response
Char_A-Char_B_VeryNice: Angry response
Char_A-Char_B_VeryNice: VeryAngry response
-OR-
Char_A-Char_B_Nice: VeryNice response
Char_A-Char_B_Nice: Nice response
Char_A-Char_B_Nice: Angry response
Char_A-Char_B_Nice: VeryAngry response
-OR-
Char_A-Char_B_Angry: VeryNice response
Char_A-Char_B_Angry: Nice response
Char_A-Char_B_Angry: Angry response
Char_A-Char_B_Angry: VeryAngry response
-OR-
Char_A-Char_B_VeryAngry: VeryNice response
Char_A-Char_B_VeryAngry: Nice response
Char_A-Char_B_VeryAngry: Angry response
Char_A-Char_B_VeryAngry: VeryAngry response
And you have to do that for all of those instances in the game. Just doubling the options gives you 4 times the workload.
The first time you talk to Evelyn, she ends a perfectly normal conversation with something along the lines of "Soon, you'll wish you were dead source hunter, with ____ coming." Then the conversation ends and your characters say something seems suspicious.
That's a dialogue bug, she shouldn't say that.
***
I agree that the NPC dialogue log can contain a lot of utterly worthless background chatter that it probably shouldn't. I don't need to hear Kelvania's shopping list, or that it's a nice day on the market or that a vendor has a clever line.