You seem to be contradicting your complaints.
Yes, nobody said it was no big deal that Bakool Ja Ja attacked a keystone keeper (twice) and released Valigarmanda. That is to say, there is no reason to think they didn't consider it a big deal, but as I recall, he was either long gone or directly ran off in the aftermath of those incidents.
The next time we see him, he declares himself out of the competition, so there is no opportunity to formally disqualify him.
Your earlier post indicated that you think they should have executed him and it's a writing failure that they didn't, but I disagree – redemption is more valuable and he now seems eager to do so. Plus he seems quite young and probably not a mature adult yet.
Additionally, I'm inclined to regard the details of his actions as bad writing in the first place – the basic concept of his story arc is good but it's filled out poorly, making him more of an outright villain in the first act instead of something that fits better with his underlying motivations. (For example, it would make more sense if he had released Valigarmanda in the false belief he could subdue it himself, instead of just vague villainous cackling about causing destruction.)
It feels like at least some individual scenes got written without an eye to the bigger story, which makes me feel like it's difficult to judge whether the characters are reacting to exactly what we saw him do or just the planned outline version of events, if that makes sense.
I think they should have – and maybe should still try to work in an opportunity to – question Bakool (both of him) about what they were thinking at that point and he definitely owes an apology to some people. And the fandom probably won't let the devs forget he also owes them tacos.
I think the problem is that Wuk Lamat's story doesn't work unless she gains that better understanding of the people as she goes along.
The real problem is that the things we learn about them are just not that interesting, or laid out in weird ways like the Pelupelu trading quest or the "everyone is stuck on this thing with an obvious solution" issue at Ok'hanu – it might have been better handled by having it that the villagers are just deliberately testing the candidates with a problem they already know how to fix, but there's too much "oh you've saved the village" for that.
I'm on the fence regarding Dawntrail's story and I agree it feels like there was a lack of really stand-out moments. It wasn't really bad but it wasn't really good either and I think I just don't like a lot of the story they were trying to tell – though I felt similarly about Stormblood and overall I think I like the characters of Dawntrail better than Stormblood so hopefully the story will likewise get better in the patches.
If some theorising over in the Lore forum is correct, they're angling to bring back a very old plot point left hanging, which is the "keys" mentioned by Nabriales and then touched on again in Alexander (along with that now suspiciously electrope-looking Codex) and highlighted in the first lorebook as well.
I think we must be getting to dive deeper into Koana's story at some point, whether it comes in the MSQ or in some kind of side content. I expect Nitowikwe's custom deliveries will be giving us at least some extra insight into the inhabitants of Shaaloani, and they did previously highlight tension between the Mehwahhetsoan tribe and the railway team.
While Bakool's story was awkwardly set up, as I went into above, I still really liked the twist when they got to it. In my case they'd set him up as so unlikable that when we beat him, I felt smug about how he ran off home – and then we get there and see him so defeated and hurt, and realise that he's likely still a child or not far past it, and with such a burden of guilt upon him. If anything, I think my character was harsher on him than I wanted to be in that moment at the cenote – he needed empathy then, reprimanding later. I agree that he has potential to be a fun character going forward if he gets to do stuff.
This has been my impression as well. People latch onto a few worst moments, associate the characters with the worst bit of script they had, and bring that up as what defines them.
The story wasn't great but it wasn't the worst thing ever. It set some things up that can be built on and that's all it ultimately needs to do. I would prefer to get something as epic as Shadowbringers was but I don't think it's possible to hit those heights every time – if anything, I think they were trying to chase that success by bringing up similar themes again and it starts to feel like something we've already seen instead of something new.
I've said before, I think it could have worked out better for me if they'd found a way to make it low stakes from start to finish. Make S9 a fun city to visit without all the dark baggage attached. I'm not sure how you'd bring a low-stakes story to a climax but I think I like the idea of it – I think it would rely a lot on likeable characters and interesting worldbuilding though.
