Poor English. I tried my best.

The approvals.
Why do companions approve the opposite things? It's quite a problem.
I can play an evilly evil, self-serving character who does everything out of selfish profit. Then meet an npc and say to him, "Friend, I'll help you, gratuitously." Seeing approval from evil companions just hurts, when I know they are evil and approve of evil. Yes, I break the line of my own game, but I can be chaotic, curious. And sometimes it happens without breaking the line - that's what it's all about. Either approving and disapproving of the same narrative.

Honestly, a good/evil scale would be ideal for this sort of thing, where companions sort of "memorize" the play style and depending on their scores start approving of "good" if even they're evil characters.
And if I play more for evil, evil characters will never approve of my chaotic "goodness" (unless it's related to their personality).

I wish that meta-knowledge reveals the personality and subtleties of a companion's character. But right now, it's a big mess (except 1 act, probably). Especially in Act 3, where they should conversely be more formed than the Act 1 game conventions (easier to score points to start a romance).

There's an interesting, fun system that could be made with this. When a fairly practical character with a cruel heart suddenly helps someone, Wyll for example could get more excited and give approval more to a neutrally-evil player (+3) than to a normally-good player (+1).
And on the contrary, if the player is evil and then suddenly compromise their principles and show weakness, the disapproval of the evil characters will be greater (-5\-3) than if they knew "ah, as always, naive" (for u: -1)

The difficulty and seriousness of this system may be that at some point it will be more difficult or even fatally to convince companions of something "good"\"evil".

Some things will be hard to change with points to the "scales" and it will clearly show the core of the character.

So at the most complex moments in the story, playstyle will influence and show: what has changed in beliefs and principles, and what has lagged behind the previous, unyielding.

Dialogs and comments will be affected.
"You're true to yourself. I respect that" or "What with you lately?"
For example, if we start changing our styles, someone will say "You've fallen under the influence of _name_". Maybe the player's "unusual" behavior will be a trigger some more extensive dialogue, including romance.

Maybe it will be a system separate from or complementary to approvals.
I am attracted to the idea that meta-knowledge will be an even more detailed and sophisticated tool for learning, influencing and understanding the personality of companions.

It's an ambitious change, even a fundamental, but I'm too inspired not to suggest it.