That's a very interesting idea and and the motivation behind the game is valid and important; I enjoyed reading the description and the postmortem.
The game itself feels rough around the edges and ends up being very preachy, like the fun part of the game was left out and it just ends up listing a bunch of things :'D But I can imagine how fun would be if the player couldn't as obviously differentiate between the heavy topics and the light-hearted topics, and would have to think for themselves how risky or inappropriate each topic is (it almost feels like the Impact and the Risk values weren't intended to be visible to the player).
And because those are formatted as cards, and not just faceless chat messages, it would probably be fun to add little drawings on these cards, visualizing the ideas, especially if on heavy topics it would show Neuro herself being part of the topics too lightheartedly, if that makes sense, f.e. depicting her being cute while she blackmails people in a cyberpunk world.
Another format I thought of that would be fun for the concept would be if the player got to see a classic fast-going chat full of ideas, and the player plays as Neuro having to pick out messages quickly to gather ideas, but those controversial ideas disguise themselves as light-hearted ideas, and you end up clicking on them without thinking it through and because of that risk losing viewers.