Not sure if this has been mentioned before, but as I play Wolfenstein New Order - fun shooter, by the way - I am reminded of something lacking in creating a Feels Real City - consequences to you pestering NPCs.
I'd like to see several stages, adjusted by your characters ATTR stat, Personal Grooming and Wardrobe/Style, REP and, of course, weapons and/or armour/ and/or types of cyberware displayed.
Anyway.
These stages would be Initial, Repeat, Firm, Final, Consequence.
Initial: First glimpse or reaction, NPC responds based on above values. Might be welcoming, neutral, dismissive, hostile, larcenous, mercantile, even flirty.
Repeat: More of the above, deeper in UNLESS something changes, like gun is put away or helmet taken off or Persuasion/Fast Talk roll is made, which might either reset to a better Initial Stage or to the third stage of:
Firm: At this point, the NPC has pretty much made up their mind. A really good or bad action, like bribing them or a great Fast Talk roll or punching them could move back a stage or even force a reset to Initial, but otherwise..
Final: They walk away or draw a weapon or embrace for a kiss or try to pick your pocket or just start yelling. At this point, you have to deal with what's happened - follow them, ( which could force a reset to Hostile), shoot back, kiss back, whatever.
Consequence : the above actions take place, but this stage allows for spreading consequences, REP change, cops getting called, a new Follower acquired, witnesses tell family members who plan revenge, etc.
Of course, sometimes an NPC would go through these stages very quickly, even skipping right to Consequences if you do something like Fast Draw and shoot them.
Every NPC in the game would have this matrix encoded into them, as well as values that adjusted depending on what you'd done to other NPCs that your current target/passers-by might be aware of. Like Iron Sights gang members knowing you'd capped a sister the night before, but also knowing your REP as a high-powered Corporate.
You could also use this as a matrix for PC actions and reactions as conversations or encounters go, but that's another topic.