I've never played an Adventurers League (AL) game, but I've begun researching it because it recently came up as a possibility.
My understanding is that Adventurers League play is designed for portable characters that can be taken seamlessly from one AL table to another. However, while AL rules do put some restrictions on character creation (such as available source books and alignments), they don't mention guidelines for more qualitative attributes like backstory or a character's goals.
In a home game, the DM has the flexibility and player continuity to weave these into a campaign, but I suspect Adventurers League DMs would not. Does the possible discontinuous nature of AL play mean its characters should have goals that are more easily portable? For example, if a character is simply trying to gain money or skill, that can be accomplished with any party at any time as a "side effect" of most any adventure -- but going after the despot who killed your character's father would almost certainly be trickier to implement.
Are there aspects of character creation (including but not limited to this one) that should be tweaked to better fit into AL play? Or is there a fundamental flaw in my understanding of Adventurers League?