TBF, the history science branch has a buncha things about sourcing, so there's some room for failability there.
What might be interesting... I am not sure if it is possible to have teleological historiography like whig history within the simulation, but perhaps, the problem of narrative in history. Like, you could have generated narrative genres like we have generated poetry, and then have that also serve as a basis for how the histfigs select events?
Like, you could have a war hero story genre, where the first event is always a childhood event of the hero, the second event the outbreak of the war, and the third the event that marks the hero as a hero. So, Urist became a mason in bridgebrooks, a war broke out between the chamber of anvils and the spidery glee, Urist killed the demon master Ast of the Spidery Glee. And so forth. The thing that is hard with this is that you'd need to be able to figure out which events qualify as what, and what kind of culture would prefer which formats. (So, cultures that prefer romance searching for romance events, cultures that prefer family searching for family related events, etc.)
Like, it'd be tricky, but it would give enough cultural bias while still relating a sensible sequence of events, and it'd also leave something for the player to discover. Sequentialism would be equally hard, as it'd require DF to understand that X had the money to do Y because of gambling in the past, and that this was possible because they moved to that town to begin with.