Tore through this in one insomnia-ridden night. I'm going to leave my impression of the story so far, up to the Hogwarts admission and not including it. It's too soon to tell whether this is a major shift or just another stop on the Hazel Potter World Tour, so please consider what follows commentary on the lead-up to the arc underway.
The writing is pretty good; even tired, I only glossed over a few segments when the narrative really dives into the weeds of how the protagonist is attempting magical whatsit #14. What strikes me as the story's fatal flaw is that everything seems disconnected. Hazel is given full agency to pop in and out of settings and to slowly expand her range of the world, but all the other characters are seemingly trapped in their lives, waiting for her next visit. Lots of time is invested in supporting cast that have apparently no use (in the first 160k words!) other than to transform her outlook and her attitudes. It's all very selfish and self-centered.
To an extent, this works. The protagonist is not a very convincing 10-year-old girl, but she's excellent as a vessel for the reader to indulge in their curiosity for the author's take on the setting, for this new and strange type of magic and the magical entities that live through it. That extent is, well, over-extended. I find myself asking, "is this going to come back, or does it exist for its own sake?" reflexively, after each new encounter. Every problem encountered so far has basically the same solution: our tragic orphan concentrates really hard and magics a new tool for her toolbox. It might feel more satisfying if other characters expressed agency more often. The most relatable non-Hazel characters provide exposition and facilitation, but rarely do they provide assistance or demonstrate courage. (I'm a real big fan of birb).
The other major flaw with the narrative is that Hazel's motivation is largely determined solely due to her whims. Consider the ghost-haunted castle. We have a chapter which is her noticing something mysterious, investigating it, escaping with her life, and deciding that it was best not to bother with it after all. Why? What does that add to the overall story? If there's something in Gilles de Rais's funtime kid killin' castle that warrants the risk or hints that she might go back, I missed it. If its only purpose is to introduce the ideas, "teleportation doesn't work everywhere," and "ghosts are problems," it's an unsatisfying and shallow way to do this. Hazel never seems invested in the misadventure, and gets away without any real investment or even a single character interaction. This would all make more sense if there was something other than her own curiosity driving her, even if it was simply something material and specific she was still curious about after retreating. As it is, the story of Hazel walking into then running out of a castle seems to exist for its own sake, and that isn't quite worth it. There's a difference between a story and retelling a series of things that happened.
There's a version of this story that's very good, and I honestly don't think it's too far from what's written. If the protagonist were given problems to solve exterior to her own concerns, attachments to the world she's discovering, something that was at risk which required her inventiveness and her connections to other people, you'd have much tighter narrative arcs. Setting exposition by way of romping about a magical world makes for an excellent staple crop in serial fiction, but you need to fill out the meal with something meatier.
Consider giving your protagonist something to do other than merely survive and explore in the settings we've seen so far. Both werewolf town and hag shack are weaker for just how little they needed Hazel, in the end. The most exciting conflicts we have in both werewolf town and the hag shack (the boar and the wizard) lack any real foreshadowing or buildup, there's nothing to build anticipation before "suddenly, X is a problem, and Hazel helps their new friend kill it." An emotional or social conflict which lasts the whole of the setting arc would tie things together better, especially if it concludes in a way that leaves Hazel richer for the experience.
I've already gone on too long and I don't want to try driving this story from the backseat, but a concrete example comes to mind. Hazel's staff comes from a magical tree that she happens to encounter in between the werewolves and the hags, and her encounter with it is self-contained, isolated from the rest of the story. If it's going to take place between these two arcs, why not make the magical tree something the werewolf community shares with Hazel? The existence of something like this near their community could be what lures her into their neighborhood in the first place. Hiding a local magical miracle from the government, or even from other werewolves like Fenrir, could make for a longer term conflict arc. If the tree is somehow dying or ailing, that generates secondary conflict within the community, as some members of the secondary cast argue against others that they'll lose the tree unless they tell wizards about it. This gives Hazel more to do, and the werewolves more to express, in her chapters with them. Should she help them heal the tree or keep it secret or whatever, the staff she receives as a result becomes more than just another coincidence. At that point, it's a tie to the people who won't come with her to Hogwarts or other future locales.
Phew. That was a lot more than I intended. Please forgive me if it's a tad too much. On the whole, good work! I hope you keep at it.