In the follow-up episodes I sensed that the writers were under pressure to keep people watching no matter how convoluted and unfixable the subplots.
Yep, this is the 'railroading' in gamer parlance that I reference above: where the characters have zero ability to tweak their own fate no matter what their growth arcs and the dungeon master runs the plot like on rails - into whatever Doom Scenario Of The Week he/she chooses. And so the players generally make the irony the game - by deliberately getting into unfixable side-quest messes.
There were too many obvious up-front holes in the story as it continued to develop and no one bothered to plug them. The ending episode... a new low in TV writing
.
This is the chronic danger of plot-driven series. There's a wonderful explanation of the massive conflict that arose when the writers of TNG realised they
had to break away from plot-driven into character-driven writing or they would quickly write the series into the same pit:
Chaos on the Bridge
If they hadn't won that conflict, TNG would have spun out, DS9 Voyager and Enterprise would never have happened.