The ideal procedure would be to send translators and/or localization programmers into the development room. That’s how the mainstream game industry operates - translators and game developers working side by side, even when external contractors are involved. However, it requires a full-time staff and a lot of trust between companies (which takes time to develop). To be so accomodating, the developer also has to value the overseas markets.
Nowadays, localization engineers mainly serve an advisory role. During the early days, they had to write tools, add support for European fonts, and insert text. However, Japanese game programmers are now trained to do these themselves.
I think Kazoku Keikaku is an example of everything that is wrong with their localization system. Based on what’s been said, the contracted translators were unable to get the job done (progress was slow and what they eventually submitted was broken), requiring other people (including Shingo, who did a lot of editing) to salvage the project as best as possible.
It was a doomed effort from the get-go. A restart would probably be needed to produce a good translation.