I tried to remove active DM granting inspiration.That's very interesting. I could tying this into inspiration. Instead of something that is recharged on a short rest, if you act in a way that accords with your alignment, e.g. a lawful character standing firm even when its against his interest or a good character taking personal risk to protect someone, you can earn inspiration. The problem I've always had with inspiration, however, is that it becomes the DMs award for players playing "well". I would like it to be something more in the player's control. Some tables let other player award inspiration to each other, but that's just another flavor of the same problem. I think that I would instead just let the player roleplay a situation where they uphold their alignment in a way that poses some difficulty for them. For some players it may just be mechanical, and that's fine. But it gives another opportunity for role play and a bit of theater for players that are into that. Either way, I would rather a player say why they are inspired or inspiring than the GM or other players.
Instead, bonds and leveling up those bonds (or leveling down). The player invokes them, reminding the DM they exist and what level. The DM and/or player can then do things to have opportunities to level up/down a bond. Ie the DM could say "you haven't protected the poor in a while; that bond loses a level".