For me, I think one thing we need to factor in is that, story wise, 14 is telling a single player JRPG story.
14 was written for the WoL to like Wuk Lamat, so like Wuk Lamat they do.
Yes it's a little different in that we create the WoL, but basically the writers are still controlling our characterization and reactions (in the quests/MSQ), much the same as they do for Clive in 16 and Tidus in 10.
Sure you sometimes have dialogue trees and little choices, but in a single player RPG, plaything through the story means you WILL end up wjere the writer wanted you to be.
14 leaves the WoL vague enough that we get to create them and imagine our own background (because so far what we do pre 14 hasn't come up and is very, IMO, unlikely to ever factor in), but in the actual game? The writers dictate what we do, not us.
I mean I can cross my arms and say "No! Yikari Daebreak doesn't wanna go to Tural!" (She did want to, btw :P ) ...but if I wanna play the expac (and I do/am!), tough luck, my girl is getting on the boat.
IMHO, if you want an RPG story where you have that level of agency/choice, what you want isn't a video game (Where by the very nature of it being created well in advance of you playing it, such agency is impossible), you want live action pen and paper RPG, with a real life dungeon master.
This way, even if the DM has a pre-planned story (and most do, from what I hear) because they control the session as you play, they can react to your choices.
Mind you, I hear DMs tend to get upset if you don't go along with the planned story, so you might end up losing the agency anyway! lol
