I think charisma’s inherently hard to model, right? I mean, what’s a functional model of a complete range of human social interactions look like? The earth, shrunk down to fit in your book? Or would you consider just a large village sufficient?
For all that we’ve spilled orders of magnitude more ink on it over the years, RPGs don’t do swordfighting much more justice than social interaction. The best I’ve really seen there are radically abstracted systems that capture a bit of the feel. There’s a big difference in that we know and accept and expect that, of course. (IMO stuff like some of the PtbA transactional social mechanics or the Duel of Wits does work on this level: it’s a reasonable abstraction of the feel of certain social interactions. If we could get that kind of coverage on a broader variety of interactions, maybe we could call that a win on charisma.)
Dunno, it feels like a very different sort of category to your other two: it’d be possible to do a few good games about travel and/or parenting and kinda check that off, right? Those are fillable gaps, at least potentially. Not trivial, you’d have to “get it right” or at least generate some interesting takes on the subjects, but I can imagine it happening in the next few years. Solving charisma, on the other hand, is… Well, if you could answer that one and you’re thinking about doing so, STOP MAKING RPGS. Go share your layman’s-terms understanding of the totality of human social interaction with a mass audience, not just a few thousand nerds.