I'd be more tempted by things than a scale. Scales are great if you want to spend a bunch of time tracking where you are on it, or a computer.
Things are great if you want to only track stuff with high impact.
Keep track of positive and negative reputation tokens as actual things. Invoke those tokens to impose disadvantage or a complication or a problem. Consume them if it is a big invoke compared to the thing; otherwise, sleep the thing when you invoke it.
This reminds me of FATE. And I like the idea of complications but I am unsure if I would let my players invoke these (which is the main reason to use tokens, right?).
I tend towards no. That way, instead of adding a new token mechanic you could just use the seven reputation levels as a way to introduce complications and therefore stay closer to RAW, which is one of my design goals.
Example:
The parties reputation is Loved (+5) in the local village. The next time the party enters the villagers have prepared a feast for them.
The parties reputation is Hated (-5) in the local village. While they slept in the inn, some goons have demolished their horse cart.