IRONICALLY, the whole 'nobody needs to invest in social attributes because Rings are how you approach things' means that those who want to do social good definitely need the skill.
Funky dice are funky:

The 4 results are thus: in the d12 column, the symbol on 3 is opportunity, the symbol on 8 is success, the symbol on 12 is Success + reroll (the reroll is included in the 'keep'), and the little candle flame you'll see on various lines is strife.
As you can see, there are no... 'take away number of successes' like in the Genesys/Star Wars dice.
Strife is kind of your social damage track - not only can you gain it yourself by choosing to keep a die result that has the symbol on it, but you can inflict 2 strife on another (generally as a side effect of Fire approach), heal 2 strife from another (Earth approach), or heal 2 strife from yourself (Water approach), all by spending those specific opportunity dice. A note - any approach can heal strife from yourself 1:1 with opportunity.
Specific techniques can give you other things to spend opportunity or success on; it is very much a guideline for shaping narrative play with dice, rather than just making stuff up as you go along. There is always going to be something cool and fun, or at the very least useful, to spend opportunity dice on.
AS FOR MIN-MAXING, it's kinda still around a little bit. If your house + school add to the same skills or rings, it saves on XP in the long run. Not... a LOT, but it does. Obvious solution is the usual: give a pile of XP and start from scratch, or a set spread of what they can have. This is not a must, but it annoys me, so I will whine like a child if it's not done.