Out of curiosity (I'm interested in game design), what made you decide to do these events on specific days instead of RNG?
Originally the events were RNG, over time however we were encountering more and more problems in regards to the timing of the events, largely in regards to weekend dates. We attempted to solve this through the implementation of date icons and the daycount system. The date icons having their own problems until they were removed entirely.
Another reason is we had planned to implement a calendar system that events would work from, triggering them on certain days, checking when it was the weekend and allowing for specific holiday events to play and school breaks. That was another system that was scrapped obviously, save for rent using it's own calendar.
With the scrapping of a lot of originally planned features the game could go back to using RNG for the event timings, but that brings back the issues of, for example setting up a date on a Monday and nothing happening with that character for a week till the Saturday, so we've decided to stick with using daycount until all routes are on route-lock.
In fact, after route-lock events will move back to a RNG system for timings (Like the bar does), and we'll need to address a few issues that brings in so that we can add in new locations or an extra route that has been written up so that you don't accidentally miss work, school, or a date.
Long story short it changed as development evolved and features were implemented, cut, and planned but scrapped.