Whatever happens to them, these characters have all already been introduced in the story, and most of them were underlined as important people. Yori may not go bad and nail Sukune to a standard, but he's still the Kuni daimyo and chief Shadowlands researcher of the Crab. Yak may not grow a claw, but he's still Kisada's angry-stompy son who likes to apply a tetsubo to all of life's problems, and so on, and so forth. Their future might not be the same as it was in Old5R, but the characters are (with some adjustment) roughly the same as they were a little before the start of the Clan Wars.
JJ48, that's because at the time pretty much all cards' stories came in the form of flavor text and art. L5R wasn't just about interactive storytelling ; it was also (and perhaps even more so) about telling a story with cards . Not using cards as pretty bits of cardboard that represent stuff that happens in a story. The cards themselves were the primary mean of communicating the story to us, and it was fun . Daidoji Uji had art that told us a bit about who he was (a Crane samurai who wear a mask). Flavor text that told us something about it too (obviously, a man of action who doesn't want to waste time on words). Who got quoted on which other cards told us something of how the characters related to one another (Shiba Tsukune, for example, admires Isawa Tomo's sense of strategy). In comparison, we knew, even without any fiction to spell it out, that Kakita Yoshi was a well-placed man in the courts who knew many secrets about the other clans.
You can still, of course, create a character in flavor. But this time, there just isn't a card. Sure, we can have quotes on random cards refering to Daidoji Uji. But we don't have a Daidoji Uji card (for now) to tie it all together, and give us a glimpse into a)what the man looks like and b)what kind of person he is (via flavor text). The card, back in Imperial Edition,. was what tied all the disparate bits of flavor together.
That was enough to create characters right there. Unfortunately, between long lead time between story and card printing ; and entitled fans demanding pre-chewed story bits all conveniently stacked in one place rather than having to (GASP) hunt it down, and "Card design and story can't have anything to do with each other" became an ironclad rule, and in the end storytelling eventually became all about online fiction, and L5R lost its "telling stories with cards" angle, which made it a far lesser game than it had been. The mechanism remained unique, but the fundamental nature of the game became far more "generic card game".
Edited by Himoto