Hooks and Growth
Hooks evolve through play, representing changes in your character's identity, but you control that evolution.
When a Hook is triggered during a session, you may rank it up at the end of the session if you want to and it doesn't exceed your base Level. You're not required to - maybe you're satisfied with how much it motivates and drives your character. Note that this is player decision; it's not directly up to the character, though the change may represent character effort. Hooks do not cost Karma!
When the GM proposes a Hook event and you decline, you must immediately pay a Luck Token or reduce that Hook by one rank, but only once per session. If you don't want to or can't because it's already rank 1, you can pay 1 Luck Token or Karma instead to maintain it. If the GM really wants to be nice he can suggest an event for a self-hook so that you aren't obligated, but if you never take them you should change the Hook anyway.
Any time a Hook changes value (or could have) you can tweak its description at session's end. If you're reducing a Hook because you refused opportunities, consider evolving it toward something that better represents your character's current priorities. If you increase it, it might be worth stronger re-wording.
This creates a living system where your character's motivations strengthen when you engage with them and fade when you consistently avoid them. If you keep declining "Curiosity Killed the Cat" it might become "Once Bitten, Twice Shy" as your character learns more caution and develops a new kind of problem.