I don't like the language of "Use Insight" because it leads to players saying "I'll use {insert skill}!" and then rolling dice. I prefer them to say what theyYou can always let your character use Insight before the interaction to get some "insight" on the best approach if your players ask about it.
IRL if you never met someone before you also do not know what is the best way to approach them, why would be different in game?
are trying to accomplish, and if dice are necessary I will ask for it.
But otherwise, yes, this is what we did in 1e.
Now, the thing about doing it "before the interaction" is that it becomes a no brainer. Why not roll Insight in case you get some additional information? There's no real decision-making there. It becomes the equivalent of "rolling Detect Traps" before every %$@#ing door or chest in a dungeon. (Which I also loathe.). So I would make it an alternate action during the interaction: you can either try to score a success in the Council, or effectively give up your turn in order to try to get more information about the best approach. Then it's an actual decision. (As a general comment, I think this sort of trade-off is what's missing in many/most social interaction and exploration pillars of RPGs, and is why people complain it is less interesting than combat.)
Sure, but I prefer leaving hints in the description or otherwise signaling instead of outright telling, especially in response to specific player actions. E.g., a player glances around the room looking for hints that might tell them something about the NPC. Maybe it's oddly devoid of any instruments, or maybe there seem to be a great number of old books, or whatever.If there is any obvious knowledge your character would know/sense, you just provide it to them without rolling.