How exactly would you be implementing this technique? I feel as though if a game were to ask me, as a player, to indicate, either as a binary choice or worse as a spectrum, to define these details in each choice presented to me, or even once each time I encounter a new character, it would feel as if I'm having to go through a large amount of work just to give a response in dialogue. Wanting to add to this would only make the issue more emphatic. If you can find a way to draw these details from player actions (based on the combination of multiple responses in traditional dialogue choices they provide), and derive the game events from there, I feel like you would have a better shot at using the data to craft a story. It just helps to limit the number of choices presented to the player, so as not to overwhelm them, or worse irritate them at the frequency of the seemingly large task.
If instead you have an alternative method for presenting these decisions, or at least a method that deals with this potential issue, then I would say you may want to be careful of "Agree - Disagree" since people could be confused (they may agree with the most recent statement made by the character, but disagree with things they did earlier, etc. - in this case, would you be requesting an all-around summarization of the players agreement with the character?).
Off the top of my head, here are some other options (technically, some could be put in either category):
Gentle - Harsh
Forgiving - Vengeful
Generous - Greedy
Proud - Embarrassed
Confident - Nervous
Courageous - Cowardly
Interested - Disinterested (for indicating a desire to engage in a romantic dialogue option)