I agree not to underestimate the power of low-hanging fruit. A few labels and the injection of some inner monologue paragraphs in the middle of a contact diatribe can go a LONG way towards changing the feel of a game.
For instance, the first Dr. Graves briefing (taken from the wiki, extra text added to the orange section)...
Dr. Graves [Power]
"You would believe me to be a ghoul? And I assume your self-image is that of a misunderstood protagonist, is it? Or maybe the snarling monster with a secret heart of gold? Or perhaps someone cursed to a life they didn't want?
Bah. I am not here to trade barbs with someone of your like. However, what I am going to do is offer you, $Character, a formal invitation to a very exclusive, albeit unsanctioned... competition.
Before you dismiss this opportunity, know this - the victor of the trial shall be granted the privilege of being apprenticed, if you will, to a person with very important connections."
You take a moment to ponder the proposal. This is a chance to meet the other aspirants in the Isles, but is it worth attracting the ire of Arachnos? What about this Graves... do you trust he's on the level with this proposal? Power is power, and this could be a good opportunity to make your mark, but do you really want to dance for this walking corpse for the honor of winning an apprenticeship? You've got big plans, and being somebody's lackey isn't at the top of the list. Still, you have to climb the ladder somehow, right? It's not like you're getting locked in the Zig: you could always back out or sell Graves out to Arachnos if things don't play the way you want.
Noting that your attention has drifted and irritated that you seem to be ignoring him, Dr. Graves looks around at nearby Arachnos guards in a rather dramatic fashion before fixing his soulless eyes upon you and reemphasizing his point.
"Very, very important... connections."
I'm listening, Graves. What do I need to do to make this happen?
I'm glad to see that your ambition overshadows your attitude, $Character. You'll need both if you expect to surpass the others in the eyes of the one who is truly watching. With that said, let us tarry no longer with this conversation. Actions speak louder than words, and if you try hard enough, sometimes louder than screams. I will give you the location you are to 'register' at. Use the registration console within the gathering place to prove your intent and I shall then speak to you further.
Changing the label indicates the contact's missions are about accumulating power, not wealth or status with Arachnos (so players running this mission know which narrative goal it actually targets). The added 2nd-person-perspective monologue demonstrates that your Villain is actually considering the value of the offer and whether it's worth their time. Injecting paragraphs like this is on the same level of involvement as fixing a typo, doesn't require changing any mission variables or outcomes, and gives the player more foundation to fill in the gaps when the only response option is 'sure' or 'I'll break your legs when this is over'. This kind of fortune-teller deniability of motive could make Villains more appealing to Vigilante and Rogue-style players who want to believe they're working towards benevolent (or at least less malevolent) goals, with no mechanical adjustments necessary.