But I'm looking for a nicer solution that just more numbers.
its going to be hard to get away from numbers. you have to quantify the feelings/relationship somehow.
in the end, you'll have some combo of characteristics (looks, personality, etc) and actions (gave me gift, pee'd on my lawn, etc) that add up to a "score" or perhaps multiple scores on multiple scales (such as like vs love vs lust, IE friendship, caring, and sexual attraction). you are friends with your drinking buddy, you care for your parents, and you're attracted to the girl next door.
just cause you use numbers to track stuff doesn't necessarily mean you should show them to the player. descriptions rather than numbers, while more vague, might help to reduce the "its just a numbers game" feel.
Caveman 3.0 is famous for everything affecting everything in the game, even relationships - but it still just tracks them as a single number - and displays it.
when mating and relationships are added, it appears a second constant for sexual attraction of each person to every other person will be required.
with relations you can often get away with a single number for both parties - IE they have the same feelings about each other. but with sexual attraction, you need a value for how attractive each person finds every other person. A might think B is hot, but B might think a is not hot. this accounts for "not my type" and models "no accounting for taste" and "love is blind".
you can also use two way variables for relations, IE what A thinks of B, and what B thinks of A, never tried it myself to see if it made any difference. it might or might not, depending on what things affect relationships in your game.
to get rid of the "its just a numbers game" feel, try using descriptive terms instead of numbers. that's what people do in real life.
BTW "a deeper way of representing" implies more in-depth modeling , which implies more variables and more numbers, not less.