Well now, let's see... I'm at day 51 (October 25), I've had raised stealth since the first week and it is now at 10. There is no mention of this route or its progress in the route notebook. When you eat lunch with Bill, all he says is "Have a good lunch Nate." (Man, that is SO creepy!). You can not converse with Bill anywhere else, especially when he is kneeling in front of the girls bathroom, the stated target of this route. From a player's point of view, this route is definitely broken. You have done what you were told to do but Bill gives you no feedback on what is lacking. There may be something that randomly happens in the last days of the month but the player has spent two game months completely in the dark. This whole route is a frustrating annoyance and needs to be fixed or re-designed.
As I said in the OP, there are no locker rooms on the school map and no direction on how to spy on the girls. I'm at day 51 (October 25) and have yet to be given any opportunity or clue on how to advance this route as directed. While something random may happen before the end of this month, from a player's point of view, this route has been broken for a game month and a half. A game is not about waiting for something random to happen.
And, therefore, it should have either been deleted until completely ported, or there should be an end-of-route-content message to the test player so that they do not waste their time trying to perform a function that does not yet exist. This kind of thing does not take the test player into account and is bad game design -- and is so easily fixed with a simple text message and/or log entry.
And as a game, leaving the player with no clue as to why they can not perform game functions that can and should obviously be performed on the same day, like talking to friends after school and then working a shift, is a point of annoyance and frustration to the players. Being a game is no excuse for bad game design and player abuse. It's hard enough to make enough money in this game while trying to cover the route events, and requiring unrealistic and unreasonable function restrictions breaks the story immersion with bad game design. The whole point of this type of game is story and playability.
That a game function like this requires "practice runs" outside the game is a solid indicator that the function is broken and needs a fix or re-design. The point here is to encourage the game developers to do just that and make the dates a satisfying experience instead of one that disappoints or frustrates the player if you don't get or even know that you got that one perfect route.
There are places in this world where misquoting Tolkien's name will get you strung up by your pointy ears. I'm just looking out for the health and safety of our valued developers. <chuckle>
That is a pattern that is opposite what should be expected for a release. The many posts in this thread that specifically mention the intention to no longer support the project prove the frustration test players are having with the game design and playability. The purpose here is to point those failings out to the developers so they can address them and bring the release response back to what it was before. The game is definitely worth the effort to help and support the developers by being more than robotic yes-posters and pointing out those things that negatively impact playability and the game testers.
While this turned a bit wordy, I hope the developers find it helpful as it was intended.