I think your awareness initiative is wonderful. But what I want to say is that not everything has to be taught verbally, but through actions is the interaction of the characters with society, the world and the protagonist.
the beginning of the game is a perfect example, Hazel was afraid to tell the protagonist the truth because she feared being rejected, through the (action) of watching him the protagonist finds out more about Hazel later resulting in an (interaction) where the protagonist, could tell Hazel I would accept.
What did the player and protagonist learn at the beginning?
1= Hazel is not a girl, although she is strangely feminine
2= Hazel has a preference for boys.
3= Hazel was feminine and seductive enough to hide the fact that she was a femboy because she was afraid of being frowned upon by the protagonist, which could indicate that he was frowned upon by society and was afraid of people's prejudice or disgust (which proved not to be the case as we have a high class establishment full of femboys and Hazel has a friend and boss with different sexual orientations)
Actions also speak and we can learn a lot about someone even if they don't tell us anything about themselves, just by participating in moments of joy and sadness.
Let's put a hypothetical situation here, Hazel suffers prejudice from a client, the protagonist will defend him personally, you have a good opportunity to bring more information about femboys from both the stupid client and Hazel herself after the client leaves, he could having an emotional conversation with the protagonist, this is a more natural way of bringing the subject to light, it will make the player more affectionate with the characters and irritated knowing that there are people like the client.
and just for the record Hazel best character S2