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For a modded game, you should actually say what mods, and probably try to contact the mod team or community via their forum/discord.
They *can* have some impact on pop-up events, if the pilot that has an attribute that matches what it wants/needs gets randomly selected. Other then that, nothing... To rewrite exactly what the person above said...
And person above me said it, if you are playing modded, which you are due to Criminal doesn't do that in the vanilla game...then why ask here?
Go to said mod's wiki, if it is one of the big ones, and take a moment to look up the information you want.
If it is a smaller mod, then look at the information for the mod itself from where you got it from.
Me, personally, am not going to go trawl Nexus or independent sites, hoping to find some information in the many, many, mods out there to try and focus down on what exact mod you are using in the hopes of answering.
Pilot quirks have an impact in BEX.
In vanilla, not so much.
As far as I know, Criminal just means they might turn a profit on something, I've never seen or heard anyone say they lost a pilot due to it. But I don't run pilots with that quirk, so I'm not personally sure about that particular trait.
It indeed does work like you think at a high level, the only part that you might be off on is whether or not the chances for one type of steal is greater than the other, that's down to how BeX has it configured. In RT they are generally equal except for one special pilot who has an 80% chance to steal 8000 cbills from you each day, but a 1% chance to give you 1 million (so statistically in the long run he is a net positive).
What I can say is that there is no way for a quirk to make a pilot leave your crew or go missing (I'm the maker of mech affinity, which provides the current quirks for most of BeX)