Well, there was the start of the game and then small elements like hallway scenes and advancing storylines added to it to flesh it out. Now A&H are doing the framework for the second large part and starting a couple storylines at once, which is way more than any previous update.
Personally, I prefer fewer and larger updates to more often released smaller ones once the basic game is settled (in the beginning it is probably prudent to release more often, so that the little kinks that will unavoidably be included can be smoothed out). One reason being that I feel disappointed if I see a new version, download it, and am done with it on the same evening, feeling like an incomplete gaming session. That is a matter of taste of course, and can easily be remedied (and by now I do that) by skipping a couple of upgrades giving you more or less the same effect as if the dev did it.
The more "serious" reason to me is that having too small updates loses a lot of time. At the end of the dev cycle you have to tie everything up so it will be playable, you cannot let a scene hanging, you need to find a good point to stop for now. Then you need to do all the technical stuff of turning your in-engine stuff into a program, zipping it up, uploading it. This will be more or less the same time you'll need no matter how large the update, so this amount of time will be lost three times if you release four times faster.
Of course, updates shouldn't be too big either, because then they may include a lot of bugs at once, and it affects sandbox style games more heavily than VN style games, so it is impossible to judge from the outside what the right (meaning "results per time spent" optimized) length of the "dev cycle" is, so in general I will refrain from second guessing a dev's decision, which may also include personal factors (e. g. patreon happiness, personal work strategies of the dev, and so on). So what's good for the Headmaster may be mediocre for Sunshine Coast and be the end of 53X, and vice versa. Or not at all.