They might have some readability issues, and they lack any sense of flavour, there's nothing that makes them really feel like a part of this game, they're generic enough to be in any game. There are most likely visuals other than red-orange-green bars you can use to communicate these gameplay ideas. In the legal system especially! They love their paperwork, stamps, frustrated stares, and foot-tapping bailiffs! Think about what these mechanics are meant to represent. For example, I assume in the witness-pressing minigames, it represents pressing the witness when they look weak/distracted. Why not make THAT the actual gameplay, having their expressions or body language change? Depending on how your portraits are rigged (if at all), this could be a very easy thing to implement. I think that would be much more interesting to play than some generic mini-games, even though at its core it's the same thing - tap the screen at a predictable correct moment.
The anger bar colours overwhelm the judge's head. I think having the bright colours is important on this kind of bar to communicate their meaning, so you'll probably need to play with frames and changing the amount of colour visible. It also looks a bit lazy to have the exact same head sprite without changing its expression. I think having some happier and angrier judge faces could lend the game a lot more character, as long as that's not too silly for the game.
Why not have his changing face be a HUD item that's always there? The face could change, and it could be in a frame that also serves as a round happiness bar that loses sections as the judge gets angrier, and the remaining sections could become redder. That could take up less space than the horizontal bar, while allowing more space for his expression and happiness status.
The white line while pressing witnesses may be difficult to see, especially for people who don't see very well. I think a larger slider that glows (or otherwise changes visually) slightly while it's in the green zone would be much better. That would be slightly more accessible because it would provide more visual cues to the player about when to tap. A slight sound would help even more.
The red outer circle is again difficult to see, especially for people without perfect vision. Bright red, especially on black, in general is a terrible idea for a GUI, because it hurts people's eyes. I recommend using a different colour. I'd also recommend a larger circle so that it's easier to see and tap. Even if the circle's hitbox is actually larger than the circle, players will seek to tap the middle of the circle and will feel frustrated aiming for it even if they never actually miss.