Oathmen and professionals would last longer in a party of adventurers, or characters with an established past. Independent and self-serving characters should generally be passed in recruitment, because they'll most likely leave, rather than "change heart." And because people are typically nonconfrontational, the independently centered companion is most likely to be ignored by the others, even left on their own in combat, rather than supported. Their value is going to be in spite of their independence, so probably not a trusted or permanent companion.
I'd like to see as little change in the characters' core personalities as possible. The player shouldn't be able to manipulate everyone's emotions, world views, and destinies around them, like a chosen one. (There must be wards even against ciphers, unless they're bystander, otherwise society would breakdown, because of a want for trust. Counter deception would be sweet...)
But I like a lot of control over the party, with companions mostly deferring to a leader in combat, staying on each others good sides for the sake of a job and safety.