As I understand it, the persuasion system is based on your persuasion level + some RNG, with each option having a different value and likeliness of success. The actual text is completely irrelevant, and you can choose the exact same options and get different outcomes.
I think during development, the game was probably a lot more of a survival game. Remnants of systems that have no reason to be in the game if they hadn't had a larger scope at some point seem to suggest a lot was left out for the sake of making the game more accessible. The game has a fuel system, an environmental debuf system, and at least half a dozen other systems that just don't really do anything meaningful. I wonder if they wanted to make a survival and exploration based game sort of like Valheim but pivoted when they realized they hadn't made anything interesting to explore, and hadn't fleshed out the mechanics of the game enough for the survival to be good. Perhaps they thought the scope of the game would ballon if they were to add the content needed to make exploration meaningful, so they cut their losses and over-simplified any survival aspects of the game.
If the exploration were actually good and there were interesting planets to go to, the game could have had a solid survival based aspect where a player could go to a planet and use the outpost system and crafting system to build a base for the purpose of survival. In Valheim, it makes sense to build different bases in different biomes to make it easier to process the items you can get in each biome, and Starfield could have made that an engaging part of the game. As it is, I don't really get what the point of the outpost system is beyond just farming for XP.
It seems like most of the pieces are probably already there, and it wouldn't be that hard to tweak the game into a much more survival focused game. Makes me wonder if a mod or expansion/update will eventually aim to do that.