I see that you have it well thought. 

It's coming along!

When you make a correct connection in the “stored details” subscreen, you get some sort of confirmation, meaning it’s impossible to bring incorrect info to the coordinator -- right?
I imagine players might find something they think is a discrepancy but isn’t really. Will they somehow be able to present that false discrepancy to characters, or will there be a more obvious “Discrepancy Get!” moment prior to presenting it?
Confirmation, yes. Ended up doing some serious rubberducking (thanks!!) responding to this, so I'll basically make an addition to the update here to clarify some mechanics I didn't go over very well there.

- You're no longer taking photos at all and I'll probably remove the camera around the character model's neck to make this absolutely clear. You're just "cataloguing details" (in your head) at a specific point in a witness account, represented by a picture to help the player organise it, but really consisting of the text metadata you've seen before: who/what is there, doing what, how, involving whom else, at what point in time etc. Let's call them nodes instead of "photos" from here on out!
- There will probably be a few separate kinds of connections you can make. Discrepancy will be one of them, relationship (who is this person to that person) another, maybe more. Meaningful combinations will spawn new nodes connected to the parent nodes by lines. In turn there might even be connections between such child nodes and other nodes at any level! So we might be seeing JL's description of my spreadsheet in the game itself as well!


- The nodes are this game's version of dialogue options. Choosing one to "present" to a character in the base is literally just asking them about the information you heard or deduced. So you're not "showing them a photo" as it was previously. Will try to make this clearer from now on, and in the game!
I also envision group conversations where other characters you've rescued might chime in if they know something, since you're all in the same room, and this will progress the present timeline story as well and let you get better acquainted with the characters.
Given this, I hope I can answer the question.

So you can confront any character with any node I think, only getting meaningful answers, and new nodes, if they actually know.
As for combining any nodes, I'm not sure. It could be simple differentiation between metadata (this node from this account claims they said so at such time, but that node from that one disagrees) in which case it should be clear just by looking at them, or perhaps you have to pick out the specific metadata entries you want to compare.
Another one could be a character mentioning a fact about the parent of a named character, but you don't know who the parent is, nor does anyone in the base, but later that named character names them in another account, and now you can connect the name to the parent's node, unless that sort of direct information should automatically give you the node (or fill in the information in your existing node for the previously unnamed character).
But what I think all of this means is that no, you can't point out discrepancies that aren't there because you can't spawn any nodes suggesting them, but you do have to look through the nodes you have by yourself (and there will be quite a few eventually!) and find what looks like a mismatch before you can draw a line between the relevant metadata entries or however the interface will work.
Sure, you could just draw lines between absolutely everything and maybe discover something by chance, but it does get unfeasible at some point, if you've even got the nodes you need, since you need to make them yourself by taking snapshots at the right times of the right motifs, so I think that's fine.

Quack!
Is it possible to find people in the overworld just by wandering around in the present, or will they always be behind some sort of obstacle that you need the coordinator to help with? If the former, would you be able to tell the coordinator about it even without having made a connection in the subscreen?
The latter. Hopefully all the above babbling should make it clear (and why) that no, you can't tell them without having made the connection and spawned the node that serves as the correct dialogue option~
Regarding when the coordinator is ready to fetch a person: What if they gave you an "I'm ready" / "Hold on a minute" dialogue option? Then, when you say you're ready, it would just be a cutscene walk. Maybe even a force-follow where you can still move the camera around? Also, this whole thing might still be a bit ludonarrative dissonancey if you wait for a long time to say you're ready while the person is out there dying...
I spent some more time thinking after reading this and I think I might just go for cutscening the whole thing, especially since you'll be doing it over and over again and I can't imagine it'll be fun repeating the same kind of walk repeatedly, especially since you already know where it is after checking it out in the past. So basically just fade to the characters reaching the spot, moving some rubble, fade to them carrying the person, fade to them being back in the base, all within the span of a few seconds, perhaps even skippable.
There might be some instances at a certain point into the game where you actually can't get inside just by moving rubble (something I already had planned for a while but also hadn't properly thought about how to implement before now), where you need to get access to some kind of prop (like a key) and have to scour the past for clues to where to find it, again making connections and using nodes to figure it out, in which case the cutscene will stop halfway and force you back prematurely.
Random idea that might not make any sense in the design. If someone is speaking but is out of earshot, what if you showed faint speech bubbles with garbled-looking text, but as you get within earshot, it becomes clearer? It could also serve as a nudge towards "maybe I should talk to that person in the present".
Yes, for sure, should be able to see that people are speaking, even if you can't make it out!
This is a super exciting update! I can absolutely see and feel the game through it!
























