1. Regarding history.
While I consider writing history to be significant to establishing "why things are" for any given locational or factional status quo, a large part of "moving forward" should not be stuck in attempting to fill out holes in the past. A large majority of the community does not find these holes very significant in the grand scheme of things, and when they are gratuitous enough get patched up anyway by community outcry. It is a very small likelihood that filling out faction/location history will actually do anything in the short or long term (proven with Venus and Skrell). These are things that seem vastly unproductive to write, as these are things that would not be tangible in their effect on the game world as ongoing arcs and present-day worldbuilding both generally work. In addition, while I have no problem with someone filling out or rewriting my previous work with trying to lay groundwork in past generations about pre-Expansion age humanity - it's minimalistic as-is on purpose. It needs to stay that way because a lot of the things that did happen before and after the Great Spess War with the Coalition aren't very significant to the in-game "today". The politics are very different now that the Solarian Alliance is much bigger than it was - but it is also too big to even support itself now, so it has new problems to deal with. Rewriting old human history to be mildly different will not change or recontextualize how much on borrowed time the Solarian Alliance is.
It seems you're not really focused on a minimalistic, productive approach with this subject, and it kind of lends to reason that any other approach with trying to rewrite history will only annoy players and waste time, your time especially since rewriting history without an aim for it to be in-context with how things are in the lore present will not be fruitful whatsoever. Just imagine if a Tajara lore deputy slot opened up and someone applied under the basis of wanting to fill out history 'gaps' that may or may not exist: it's not interesting of a goal. It really isn't. Everyone dwells on the issues and intrigue of "now" and "in the future." Dwelling on the past is universally considered a bad thing if there isn't a focus on how it adds context to now.
2. Regarding Dominia.
I'm not really seeing why Dominia is being targeted right now? It has received many many notable improvements during the era of Borya (credit primarily to Schwann, of course! bless his workhorse heart), it's an otherwise interesting faction of complete assholes and that is a subject of politics. I've seen feedback supporting this and it is a bit wild to me; in this pursuit of liberalizing everything you will run out of ideological enemies to "liberalization." Dominia should stay as is, we need that "haughty asshole faction" because as I've seen so far, a lot of interesting roleplay and conflict has resulted in the synthesis of prior management decisions. If anything, Dominia was already made liberalized and far more accessible. Literally look at the amount of people who play Dominians now (Schwann and Borya must've done something right, yeah?!), why does this need to change again? Contrast with Diona, which no one plays because there is no reason to, they are not interesting. Dominia, conversely, is interesting in its current iteration.
You seem to want to crush down what Dominia is right now for some otherwise vague reason. You claim it is not interesting, but there is a notable amount of Dominian characters that cycle in and out and end up being played on the server. Either this is because you have an agenda to change up Dominia and you are willing to ignore certain facts, or you are not as in-touch and educated about the issue of Dominia (and why people find it interesting enough to even play it) as you should be if you want to be critical about it. I haven't seen any discussion about this, and I view it as a major issue of policy to have to point out.
3. Regarding Elyra.
You're not really wrong about all of this but with the above issues I'm not exactly confident you would be able to make it very interesting. Your focus on history rather than a focus on fleshing out culture and interesting character ideas is the deal-breaker here.
4. Regarding the Earth map.
I have to be rude-sounding for a moment, but "God, who cares" is my response to this. Maps do not really matter, they are filler. Filler objectives are not goals. Filler is not incredibly interesting and does not push any team into the direction of practically accomplishing anything. It is world-building but only for the sake of it. Having a new map v3.7 of planet Earth when there are have been many unnecessary 'realiztic' revisions should absolutely not be the priority of any up-and-coming lore developer. It will have absolutely nothing to do with the upcoming King of the World arc, so why is this even mentioned as a goal, honestly?
5. Player feedback and goals in general. And transparency.
Easily the most concerning thing to me is that you haven't really accounted for or mentioned player feedback in this application and how you plan on handling it. Since player feedback is a subject of major importance, it surprises me that "feedback" is only really mentioned once in your original post, which I consider an immediate application sin, followed by ding sound and immediate pretentious observation on my part and a deliberate misunderstanding of movie themes just to make a gotcha comment. Reference to how awful CinemaSins is aside, I'm not exactly certain of how you actually plan to approach the inevitable feedback that would arise from creating and putting to action your own changes, if it can be called that, as I mentioned prior criticisms above anyway.
How about I mention goals? Goals, goals, goals. We all have them. Some short-term, some long-term. The position of human lore developer - rather than deputy - has to concern itself with a lot of long-term foresight. I would know, I've made a fair few mistakes in this regard for not prioritizing some issues properly and my work back then absolutely suffered for it, because I wasn't motivated to do anything due to my lack of priority set for the goals I had after the previous short and long-term ones were completed. I would not want to see the same mistakes repeated again of any human lore developer. I want to see them have consistent focus, drive and the ability to do things with an unrivalled wrath that bulldozes any bureaucratic obstacles in their path. You don't really seem to have much planned apart from several short-term objectives, this is good for giving people the impression you want to do some things, but for how long is this going to be, exactly? Having a lot of short-term goals and the will to execute them sounds like excellent attributes of a lore deputy, but not of the lore head of a specific lore department itself.
Likewise, the subject of transparency. I constantly get the feeling there's something being missed, i.e. what you've written isn't all you want to do. Normally, this is a non-issue, but much of what you covered of wanting to change or do are either non-issues or not really significant to a grander agenda of making the human-centric worlds more interesting and adding culture and life to the fictional galaxy. Being up-front about what you want to do is, once again, rather important. Historically there have been fairly lengthy interim periods where lore developers in nondescript positions idle, don't do anything, literally nothing at all for months and occupy a staff position that could otherwise be handed off to someone else more ambitious to be able to actually do something with the volunteer job they applied for. The impression so far is that I don't know if you want to just complete what is listed above, or just wing it as time goes on (that's not a good thing to hear or say, by the way), or finally, you have things planned that are Super Top Secretâ„¢ which I don't think anyone will appreciate.
6. egg
This is mostly my conclusion. I'm not opposed to you being a deputy in the near future, but I think you lack certain ambitions required of a team lead. Much of your proposed ideas don't really have tangible structure or purpose either, and everything else "Good" you had to say was essentially already expected of any applicant to say anyway; it's good (but also already expected) to say you will work in tandem with the other teams, because the practical answer if you want the job is 'yes', saying 'no' is the immediate wrong answer.