Yeah I'm mostly thinking of storylets... can't remember most of them OTTOMH, but you can bury your predicted death to exchange it for a different perk, you can use the past betrayal in the rite of wrongs, your link to your mentor affects your eventual meeting, and there are a bunch of times where you can affect someone's reaction using your past (e.g. lost love with the blue Kingdom rescue quest) that give you increased rewards. I'm sure there are some other big ones but can't remember without digging into it again and I'm holding off for a while so that it feels fresh. Some stuff doesn't pay off for a long time, e.g. the Blemmigan you carry around for ages who turns out to have a quest deep in the BK, so I'm sure there are a bunch that I've missed, too.
Yeah, right, but burying your death gameplay-wise simply slightly changes your stats. In terms of storytelling this concept is interesting, but gameplay mechanics doesn't really recognize the scale of what the story (most of the stories actually) implies.
I do remember having a different storylet while doing contraband. If you had a shady mentor, you can meet a certain NPC in Albion as an old friend, yet he still says "Well, you still had to do a fetch-quest because my partners have to be sure". Thanks, Telltale
I do think that core gameplay mechanics doesn't work particularly well with storytelling approach they've chosen to implement. And it's worse than in Sunless Sea or A House of Many Doors (arguably the best one of the bunch, no wonder that some of the better bits in SS such as what happens behind Death's Door are written by the developer of AHoMD).