Well, it had a bit of a solid run, but the most important takeaway is this: we're at a point, collectively, wherein we've become capable of incredible, astronomically high-quality work. We need to stay organized, of course, but heck, there's not much that we really can't do as a collective when we are. In retrospect, as far as I'd say, the project suffered from a few major, incapacitating issues:
Legitimately cool, yet high-strung and overworked team members. As it is, there's not much that can topple a project like this, but it's beyond crucial to maintain a consistent pace when working on a fan project such as Bionicle Legacy, and it's inherently tough to do that when you're simply doing something because you love it - we're industrious creatures, and we like to treat these like sprints, rather than marathon races.
You can't pay folks to work on fanfiction or other derivative works, because you can't really pull income from them in a forward-thinking, sustainable way. Illimitable and unavoidable as this is, you can incentivize team members or "employees" in other ways that help them to stay focused while keeping that focus creative and workable/passionate. I feel as though, despite the nature of the medium, that Bionicle Legacy could have mildly incentivized team members in a like-minded fashion.
Too much fan pressure is an issue; likewise, a wildly excited team that wants to make sure that they can get their product out ASAP is also a recipe for tough times ahead. It's not immediately troublesome or catastrophic, but I know that the original project began in August of 2017, and there didn't seem to be much lead time to quell the concerns around a short beginning, which, while inherently morale-boosting and camaraderie-boosting, can endanger the long-term stability of the team and it's real, lofty qoals.
There are more fun times ahead. Well, it's out there now; I've said what I'll say.
Au revoir, Bionicle Legacy. You're not the end.