That's what I meant by it's up to the player if it matters.Of course he can challenge it. That's what, "She winks at you." is. A challenge to that flaw. Now it's up to me to roleplay how my PC engages that challenge via his flaw.
Neither. It's up to the player how to respond when it's introduced, though.
I think Inspiration is forgotten by many groups, based on comments here. As you say, that whole aspect of the game has as much meaning as a group gives it.I agree that they could have gone much further with this. However, as it currently stands, it has as much meaning as you give it. We often bring them up ourselves whenever we see moments that apply. If I'm playing a short tempered barbarian, I'm going to roleplay the short temper on a regular basis. We generally forget inspiration anyway, so these things are just roleplayed without any other reward than having fun roleplaying them. As a DM, though, I do give extra RP for that sort of thing, and even more when the appropriate moment is detrimental to the PC/Party, as it's harder to play up those flaws at those moments.
I just don't think that it's a bad thing in any way if a game actually makes rules about this stuff so that it inherently has meaning.
I meant an example of how such mechanics force only one outcome. The list you provided doesn't seem any different than what I'd expect to see in a game that included mechanics of the kind we're talking about.Sure.
Example 1: the wink does nothing.
Example 2: the wink warms my PC's heart.
Example 3: my PC thinks she's really into him and begins pursuing her affection in earnest.
Example 4: my PC think she's just being flirty and flirts back.
Example 5: My PC enjoys the wink as flattery, but it doesn't warm his heart. Perhaps he flatters her back.
And so on.