I probably would make her a rogue instead of a fighter. I believe my main motivation in making her a fighter was that all the bioware romanceable npcs were basically priests/healers... and I didn't want to go that route... and pretty much every other add-on romanceable npc at the time was a mage (or fighter/mage in Solaufein's case). So I wanted to do something different... I figured a fighter would work out well. But about the only time I've ever seen a warrior-woman pulled off as still being rather feminine and sensual was Xena... perhaps I should have taken more inspiration from her. But in the end, I think my better bet would have been to go with a rogue. I would make her more playful, much more feminine, more sensual, more caring... not so morally ambiguous (Chloe basically had no morals, except for having abandonment issues). I would probably make it so that she either romanced Imoen only, or the PC only. Not the "if it doesn't work out with the PC she goes after Imoen" thing I did. It seemed like a good idea at the time, because npcs didn't really get any love at that time... a "just Imoen" romance mod would be a lot easier to write too, because I wouldn't have to try to think of every possible responce a player might want to make in every single conversation branch. That took FOREVER, and I ended up getting frustrated and having her just get annoyed and end the conversation a lot more than I should have. Probably what would have worked out best would be a "friends" path with the PC, a "friends" path with Imoen in SoA... then in ToB continue the "friends" path with the PC and take it into romance with Imoen. Or, if I decided to do the extra work of romance with the PC, I'd probably do friendy and flirtatious dialogue in SoA then more serious romance dialogue in ToB... I dunno.
What some of you are probably thinking (the two or three of you that are actually reading this, that is) is "Why not just create a brand new npc then, and use all your new ideas?" Eh.... maybe. I still have the problem of not knowing how to code... serious time constraints... and what seems like good ideas in theory may run out of juice before the mod is halfway done. I'd hate to waste anyone's time. But, it is still fun to think about what I would have done differently now, versus then.
