The version of the script that has been distributed since last week is an older version of the script we starting with. You see, sheets used for the fan translation were originally publicly available until May 2015, after which the team's work continued until December 2016. We started working with the December 2016 version, which already had the now-infamous *flap flap* corrected.
Regarding your other question: the team that so diligently translated the game were planning to release their script largely unedited because their project lead/editor had left on Christmas Eve last year. We decided to approach them to do the editing in stead of the original project lead. Chances are fair they would've reject our offer, but they happily handed us the latest version of the script while they continued work on Ao.
Their progress on Ao's translation is past the 30% mark right now, by the way. The translator (Guren) who worked on Zero is now working on Ao. Before he started working on it, I worked with another translator on the prologue of Ao.
Regarding the final question: we have no plans to release the script in stages. The only reason for that is that the script is non-linear. To give you an idea: the game files that involve text are split in scenario (text you see in dialogue boxes) and text (pretty much anything in menu's and the notebook). The scenario is split in multiple files per area: Crossbell City in one file, the various dungeons in another file. Within the Crossbell City Excel file, districts of the city are split in tabs. Each district has multiple tabs for the 'rooms', like one for the outside and one for each seperate room/store in that district. And the tabs for the outside 'room', is split into day-time, night-time and a special (Zero spoiler:
). I myself am working on the Crossbell City sheet, Floofy started on the other side -- on the monster notebook with its painfully strict length limitations.