I think a good way of answering these questions is by taking into account that we designed the game to get the player in a very specific mindset.
Now, i don't think you need to look at our code (but it could help) to get an idea of how reactive minotaur hotel is to your choices. Writing a guide for minoh is borderline impossible because of how much crucial choices of the game depend on previous choices, and how small decisions snowball into bigger consequences. A huge decision such as who gets to the hotel (Nikos or Pedro) depends on do many previous choices that at most you can have directions on how to get to a particular outcome reliably, but everything else is now up in the air.
And most of the big decisions have tradeoffs. We mentioned multiple times that it won't be possible to have all guests in one playthrough.
So, knowing that you can't get everything, and that the best outcome for a lot of choices is subjective, and that your playthrough will always be affected by a myriad of small decisions, you start making choices that make sense to you.
But, you know, the way this is feasible is if all the choices have small, cumulative impacts. A couple if-elses and small variable increases for a lot of small choices is manageable, but splitting the game into three big branches depending on the MC's philosophy when confronted by Greta? That becomes unfeasible. 0.3 was kind of a nightmare to write because there's a big deviation with the main character being abusive to asterion, we can't have sweet stuff happen when the MC has the day before sent asterion out to get tortured without coming off as videogamey.
So, yes, there are choices in the game that could have a bigger impact than they do, but that would balloon the scope of the game to an unfathomable degree. I think an underwhelming amount of weight put into a handful of choices is a small price to pay for having the game get you into a habit of expecting responsiveness.
To answer your other question, we joke about the Mc being a Chad but I think that's an exaggeration. VNs tend to go for more passive, reactive protagonists because it's more economical. Not giving your point of view character a lot of agency means you can get away with not giving him a lot of meaningful choices (that expand the scope of the game) while not having the player feel a big disconnect when the MC reacts in a way that makes you want to jump into the screen and punch him (though it still does happen). Because they don't get to act much in the first place. So, in comparison, yeah the Mc of minotaur hotel comes off as a very competent guy with a lot of agency and say over what happens in the story.
Dont get me wrong though, I'm not dissing other creators, making games is time consuming and we have a five person team writing this, whatever helps get your game across the finish line, you do you pal.