It's an interesting work, in which you construct certain issues in a 32 issue miniseries about a trans teen superhero. However, the miniseries structure somewhat works against the conceit - you roll a d8 after each issue and skip that many issues. While this means that the average length of play is 8 issues long, there's going to be many playthroughs that are much shorter and longer. With only d8 tables to add thematic complications to the issues, you're going to get a lot of repeats if you roll low, and might not have a great picture of why the final issue is the way it is if you roll high. The complication for the last issue is "you come out", though you do come out in one of the individual issue complications to a friend (and potentially more than once, accidentally or as a result of enemy action). I get what the game is getting at - here you come out to a more public degree, and of your own volition (though not necessarily in circumstances of your own making.)
I would suggest that the advantage of the miniseries format is not just in the finale (although this finale is definitely well chosen) but in the ability to aim for that finale over a set course of issues. Not knowing exactly when you'll get there impedes the sense of pacing you can develop as a creator, or, if you prefer, the sense of continuous growth you would experience as the player of a character in a RPG.
I think the best ways to alter this are:
* Make the miniseries a set length. Give some ideas for different sorts of pressures that might make for a good finale. (Though maybe this part doesn't need to be mechanized. I like the idea that on different playthroughs we can have finales that are more or less under the control of the main character.)
* Incorporate more tables into the development of each issue. That way if you get the same thing twice but don't have a second idea you have some variation in the prompt. Tables could also be a fun way to create villains, fellow students or supporting cast when you're not sure how to proceed.
* It's all very well and good to say "oh this can be any kind of setting you want" but actually that's not true, the teen super genre is very different in different contexts. I would instead pay some attention to fleshing out the setting in terms of its themes. What is special about 1) the school environment, 2) the superhero environment, 3) the rest of the world as it relates to trans characters? In shifting between these environments what does the main character gain and lose? How are the pressures different? These are all questions that can help a writer guide the character through the issues.
A solid first attempt, very enjoyable to play.