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In terms of gameplay utility, it's a question of tradeoffs and roleplaying a character, because you've committed to a concept. However, some thoughts are way better than others in almost all circumstances (Caustic Echo, Searchlight Divsion, Apricot-Scented One, Col Do Ma Qua Qua).
There are 6 there tagged as "Currently bugged and not working". FFS, that's way too many.
Can you provide any examples of that? I haven't seen it myself. What I've seen is the fundamental cop types supplying dialogue options regardless of whether you've unlocked them as thoughts or slotted those thoughts. Same for the political ones, and same for a number of the flavor options - Remote Viewer Division, Inexplicable Feminist, Detective Costeau, Guillaume Le Million, etc. Many of those being driven by your history of having passed or failed various (mostly passive) skill checks.
The only examples I know of where a thought actually impacts gameplay in an active way are:
- Having internalized Jamais Vu makes a skill check with Joyce possible/much easier
- Advanced Race Theory offers a means of dealing with Measurehead
- Advanced Race Theory can lead to unlocking an additional thought in conversation with Measurehead
Beyond that though I can't think of anything at all like what you're describing. I'd love to wrong about this though, so if you have examples to the contrary please share them.
So yes, it definitely changes dialogue outside of those preset conversational options.
But yeah, some of thought cabinet options are clearly mechanically traps or "you are really dumb to internalize this" like the remote viewer thing. It is worth it to fill all slots, but if you want to test out all of them and get the bad ones(coach physical instrument wasn't really good fit for my character on first playthrough :p), it can feel bit annoying to spend point to get rid of them.