Fantastic job, I really enjoyed reading through this one! Currently top of the list submissions I want to run a playtest for asap, I'll make sure to write up a play report and link it to you if I do. Below are my general thoughts for each category, I rate with half points but downgrade it for the itch-io rating system.
Polish - 4.5/5
Great minimalist design. Simple but very slick. Agreed with the prior mentioned information ordering issue, but otherwise I feel like there's a good amount of information concisely formatted into the space a trifold allows. Easy to read through and I feel like I can immediately piece together how'd I run this adventure and wouldn't have to jump around too much to do so.
Favorability - 4.5/5
I really like how this is a simple scenario and threat that becomes incredibly complicated due to outside circumstances' outside of the players' control. There's an implied ticking time-bomb of the special cargo getting loose as the players limp around on backup power before their "rescue" that can easily be played up. The Foxtrot Uniform outfit showing up would very much be a moment of relief, quickly followed by confusion and horror as the mutiny sparks the main threat's escape from containment. One of those pamphlet adventures that I feel largely runs itself once you set fuse to the initial powder keg.
Usability - 5/5
I can see myself taking this and running a one-shot of it with minimal modification. The timeline is concise and sets a clear end state for the module and the list of NPCs provides ample opportunity for the Warden to involve players in the mutiny going on. As mention by a previous commentator the only issue is just finding an implied end state that doesn't involve the destruction of the squid or the abandoning of the ship. Maybe a provision where players will get paid half for successful securing of its corpse for research purposes? Or even an alternative reward offered by either side of the mutiny for recovering the valuable warp cores? It's cool if the original corpo job conditions end up seeming impossible (I can still see a group figuring something out depending on the loadouts they start with), but having those alternate win conditions written in could help with finding a proper ending for the adventure in play.
Theme - 3/5
The octopus is an interesting connection to make for the theme, but I think outside of it being a mostly normal (albeit killer version) of an octopus doesn't make it feel as strongly related as it could be. Especially considering the adventure takes place across two space-ships otherwise unrelated to the theme. The initial pirate theming Foxtrot Uniform haves also feels a bit weak. I feel like the concept of mutinies and piracy would already be well-known to a group who base themselves off of the pirates of Earth and there's not much else that screams "they're pirates" to me outside of some of their call-signs.