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t1k:designer:wiki:core

FieldValue
Modulewiki
Version0.9.2
Effortmedium
Tools

Keywords: ai-context, battle pass, clan war, daily missions, dept-add, dept-remove, dungeons, game wiki, game-wiki, init wiki, limited-time events, meta events, meta-add, meta-remove, per-game wiki, pvp arena, scaffold wiki, update wiki, validate wiki, wiki create, wiki staleness, wiki workflow

/t1k:designer:wiki:core
<create|update|validate|dept-add|dept-remove|meta-add|meta-remove|ai-context-rebuild> [--dry-run]

Implements the Game Project Wikis workflow: scaffold, sync, and validate per-game-project GitHub Wikis serving both humans (designers, artists, audio, QA, PMs, marketing, tech artists, backend, liveops) and AI (Knowledge Retrieval MCP, in-repo Claude Code).

SSOT for design: Adoption Spec (1247 lines: JSON Schema Draft 2020-12, parser pseudocode, CI gate workflow, escape-hatch authorization). DO NOT duplicate that content here. Read it before any non-trivial mutation. See references/adoption-spec-link.md for the section index.

  • “init wiki for <game>”, “scaffold a new game wiki”, “create the wiki for our Cocos playable” → create
  • “update the wiki”, “sync wiki to code”, “wiki is stale” → update
  • “validate the wiki”, “check wiki frontmatter”, “lint wiki”, “wiki anchor check” → validate
  • “add a department to the wiki”, “remove a department” → dept-add / dept-remove
  • “add a meta system to the wiki”, “scaffold daily-missions / battle-pass / dungeons / pvp-arena / clan-war / limited-time-events page”, “we need an events section” → meta-add / meta-remove
  • “rebuild AI-Context.md”, “regenerate the AI-Context aggregate” → ai-context-rebuild
IntentSub-op
Brand-new game has no wiki yetcreate (a.k.a. init)
Wiki exists; code/CSV changed; wiki text outdatedupdate (resolves <!-- ai-owned --> only; preserves <!-- human-owned -->)
Confirm wiki structure (frontmatter, schema, links, freshness)validate
New department joining the team mid-projectdept-add <dept-id>
Department disbanded or out-sourceddept-remove <dept-id>
New meta-system / event archetype scaffolds a wiki page (battle-pass, daily-missions, dungeons, pvp-arena, clan-war, limited-time-events, gacha-mini-game, world-boss-or-raid, achievements-and-login)meta-add <slug>
Meta-system retired / merged into anothermeta-remove <slug>
AI-Context.md drifted from individual pagesai-context-rebuild
Test what would happen without writingappend --dry-run to any of the above
  1. AskUserQuestion (batch in one call):
    • tier — Cocos playable (Tier A) / Unity title (Tier B)
    • engine version — Unity 6.3 (mono / DOTS / hybrid) / Unity 2022.3 LTS (mono / DOTS) / Cocos Creator 3.8 / Other (custom). Maps to team.engine enum in AI-Context (see references/ai-context-schema.md). Unity 6.3 is current default for Unity titles as of 2026.
    • DOTS-or-not — if Tier B + Unity (folds into engine version above when Unity)
    • art-style2D-only / 3D-only / hybrid-2D-3D. Gates Art-2D / Art-3D dept scaffolding, Addressables group families (art_2d_* vs art_3d_*), mesh prefixes (SM_/SK_ skipped on 2D-only), poly-count budgets, FBX import settings, URP render-pipeline preset (2D Renderer feature for 2D-only). Maps to team.artStyle enum in AI-Context.
    • genre — None / RPG / Puzzle / Casual / Hyper-Casual / Roguelike / Roguelite (multi-select if hybrid; e.g., Roguelite-RPG)
    • departments staffed — multi-select from valid roster (Art-3D filtered out when art-style = 2D-only; Art-2D filtered to UI-only role when art-style = 3D-only)
    • meta-systems staffed (Tier B only) — multi-select from the canonical Meta & Events taxonomy (currency-and-economy, social-and-clan, liveops-calendar, daily-missions, dungeons, pvp-arena, clan-war, battle-pass, limited-time-events, gacha-mini-game, world-boss-or-raid, achievements-and-login). Each selected slug scaffolds one wiki page in the 🌀 Meta & Events bucket using the corresponding archetype template from references/meta-events-page-templates.md. Maps to team.metaSystems[] in AI-Context.
  2. Scaffold AI-Context.md from references/ai-context-schema.md (use the Tier A or Tier B filled example as the seed) with declared team.departments[] per Adoption-Spec §4.6 schema. Set team.genre: <selected> (new field).
  3. Generate base page templates by tier:
    • Tier A (16 pages): copy each template from references/tier-a-page-templates.md (§7.1–7.9 = 9 pages) and from references/tier-a-department-templates.md (5 dept pages). Add AI-Context.md and _Sidebar.md (use references/sidebar-convention.md, apply Tier A filter rules).
    • Tier B (28+N pages): copy each template from references/tier-b-page-templates.md (§8.1–8.16 = 16 pages) and from references/tier-b-department-templates.md (10+ dept pages). Add Systems/<Name>.md per detected system folder (template §8.9 in the page-templates reference). Add AI-Context.md and _Sidebar.md.
  4. APPEND genre-overlay pages (skip if genre = None). Each genre adds 6-8 specialized pages on top of the tier base — no base pages are replaced.
    • RPG → copy from references/genre-rpg-page-templates.md (8 pages: Realm-Progression, Combat-Design, Equipment-System, Forge-or-Crafting-System [opt], Heroes-Pets-Mounts [opt], Hero-Skills, Dungeons-and-PvP [opt], Loot-Tables)
    • Puzzle → copy from references/genre-puzzle-page-templates.md (6 pages: Mechanic-Catalog, Difficulty-Curve, Level-Database, Power-up-Economy, Daily-Challenge-and-Events, FTUE-and-Tutorial)
    • Casual / Hyper-Casual → copy from references/genre-casual-page-templates.md (6 pages: Mechanic-Spec, Difficulty-Pacing, Cosmetic-Economy, Ad-Placement-Strategy, Retention-Hook, Run-Length-and-Session)
    • Roguelike / Roguelite → copy from references/genre-roguelike-page-templates.md (7 pages: Run-Structure, Meta-Progression, Item-Catalog, Synergy-Combos, Boss-Encounter-Catalog, Procedural-Generation-Rules, Death-and-Restart-UX)
    • Hybrid genres (e.g., Roguelite-RPG) copy from BOTH genre files; deduplicate any overlapping page names by keeping the more-specific genre’s version.
    • Sidebar adds a per-genre collapsed group: 🗡️ RPG · N, 🧩 Puzzle · N, 🎯 Casual · N, 💀 Roguelike · N.
  5. Every page MUST include the frontmatter block + section ownership markers per references/frontmatter-and-markers.md. Every dept page follows the canonical 7-section anatomy (Pitch, Where-your-work-fits, Tools, Delivery-format-and-naming, DOR, DOD, Who-to-contact) plus a closing AI-data YAML block — see Game-Project-Wikis-Departments.md § “Universal Department Page Anatomy”.
  6. MANDATORY for art-touching dept pages — when the selected departments staffed roster includes Art-2D, Art-3D, VFX, Audio, or Animation, scaffold each of those dept pages with a ## Reskin Self-Service — Project + Prefab Structure section using the template at references/dept-page-reskin-template.md. This is the canonical reference 2D / VFX / audio artists consult to replace/reskin assets without engineering help. See §“Dept-Page Reskin Self-Service Convention” below. Art-style gating: Art-3D is scaffolded ONLY when team.artStyle ∈ {3D-only, hybrid-2D-3D}; Art-2D is scaffolded ONLY when team.artStyle ∈ {2D-only, hybrid-2D-3D} (and as a UI-art shell when 3D-only).
  7. MANDATORY for ⚙️ Engineering bucket pages — when scaffolding Asset-Pipeline, Library-Mapping, Content-Pipeline, or Technical pages (Tier B), include the 9 required sections listed in §“Engineering-Page Required Sections” below (Source attribution, Decision Register, Phases, Risk Register, Performance Budgets, Ship Gates, Action Items, Implementation Notes, Tooling-with-Owner).
  8. Stage as a wiki PR; do NOT auto-merge.
  1. Pre-flight — Art-style guard. Read team.artStyle from AI-Context.md. If absent (legacy wiki), AskUserQuestion to declare it before any further edits, then write the answer back to AI-Context.md in the same operation. Any subsequent ai-owned region resolution MUST respect the declared style:
    • 2D-only → reject inserts mentioning SM_/SK_ mesh prefixes, art_3d_* Addressables groups, FBX import settings, 3D poly-count budgets, “Art-3D” links. Replace with the 2D-equivalent (sprite atlas / art_2d_* / Spine).
    • 3D-only → reject inserts treating Art-2D as the primary character department; Art-2D content is scoped to UI / icons only.
    • hybrid-2D-3D → both 2D and 3D content permitted; flag pages that exclusively reference one when the source-of-truth carries assets of the other.
  2. Read canonical_files[] from each page’s frontmatter; check mtime vs page mtime → stale list.
  3. For each stale page, parse <!-- ai-owned --> regions → resolve from source-of-truth code/CSV. Follow the marker contract in references/frontmatter-and-markers.md.
  4. Preserve <!-- human-owned --> regions verbatim (NEVER edit).
  5. Stage as a wiki PR with per-page diff explanation. See references/update-and-sync-workflow.md for the full state machine + escape hatches.
  1. Run JSON Schema (Draft 2020-12) validator against AI-Context.md per Adoption-Spec §4.3.
  2. Frontmatter check: required fields present, tags non-empty, audience enum-valid.
  3. Meta & Events bucket consistency check. Cross-check team.metaSystems[] against the 🌀 Meta & Events sidebar bucket:
    • Every declared metaSystems[].page MUST exist on disk; missing → ERROR.
    • Every page in the bucket MUST appear in team.metaSystems[]; orphan page → WARNING (“orphan meta page — add to AI-Context or remove from sidebar”).
    • Forbidden placement: any metaSystems[] page found under the 📦 Build & Ops bucket → ERROR (design-meta in build/ops bucket — the StickManForge 2026-05-27 incident).
    • Tier-A wikis with a non-empty team.metaSystems[] → WARNING (Tier-A doesn’t carry meta loops; either migrate to Tier-B or remove declarations).
    • Limited-time event content found inline on LiveOps-Calendar page (more than 1 archetype documented as a ### section) → WARNING (“promote each archetype to its own page in Meta & Events”).
  4. Art-style consistency check. Cross-check team.artStyle against actual wiki content:
    • 2D-only: ERROR if StickManForge-Art-3D.md (or any *-Art-3D.md) exists; WARNING if any page contains SM_/SK_ prefixes, art_3d_* groups, .fbx references, or “3D poly count” budgets. Sidebar Departments bucket MUST NOT list Art-3D.
    • 3D-only: WARNING if Art-2D is presented as the primary character art department (vs. UI-only role).
    • hybrid-2D-3D: both pages may exist; no consistency complaint.
    • Missing team.artStyle → ERROR; legacy wikis must declare it on first update or validate run.
  5. Link integrity: every Game-Project-Wikis-*#anchor resolves to an existing heading per references/anchor-format.md.
  6. Staleness: canonical_files[] mtime ≤ page mtime; flag drift.
  7. Severity per Adoption-Spec §4.5 (block-or-warn — currently warn-only during initial rollout).

See Adoption-Spec §4.6 (declaration syntax) and Departments-page §“Adding a New Department Mid-Project”. Scaffolds/archives dept page, updates sidebar, regenerates AI-Context aggregate, stages a wiki PR with audit-trail blockquote.

Art-style guard. Adding art-3d against team.artStyle: 2D-only (or art-2d-primary against team.artStyle: 3D-only) is BLOCKED — AskUserQuestion first whether to (a) abort, (b) re-declare team.artStyle to hybrid-2D-3D, or (c) re-declare to the opposite style. No silent override.

Parallel to dept-add / dept-remove but operates on team.metaSystems[] and the 🌀 Meta & Events sidebar bucket.

  1. AskUserQuestion — validate the slug against the canonical taxonomy in references/meta-events-page-templates.md §"Slug taxonomy". Unknown slugs allowed only when the user explicitly opts to extend the taxonomy.
  2. Page scaffoldingmeta-add copies the matching archetype template (venue / progression / event / social) from references/meta-events-page-templates.md. Filename uses the page-title form: <Page-Title>.md (e.g., Daily-Missions.md, PvP-Arena.md).
  3. AI-Context update — append the new entry to team.metaSystems[] with status: scaffolded, the chosen tier_scope, owner handle, and the wiki page slug.
  4. Sidebar update — insert the page in the 🌀 Meta & Events bucket. Group order (modes → progression → social → cadence) is documented in the template reference §“Slug taxonomy” and enforced by the validator.
  5. Audit-trail — PR description includes the design decision that triggered the addition (cite the GDD section or producer note).

Tier guard. meta-add is BLOCKED on Tier-A (Cocos playable) wikis — Tier-A doesn’t carry meta loops by design. AskUserQuestion to (a) abort or (b) migrate to Tier-B first via the (planned) tier-promote sub-op.

Cross-skill linkage. The PAGE STRUCTURE is owned by this skill. The DESIGN CONTENT for limited-time event archetypes lives in t1k-designer-base-events (LTE mechanics, event currency, event shop, seasonal/collab events, art briefs, press cycle). Designers compose: (i) t1k-designer-base-events for the design spec, (ii) this skill’s meta-add limited-time-events to publish the spec as a wiki page.

Aggregates frontmatter + canonical YAML/JSON blocks from individual pages into AI-Context.md. Idempotent: running twice produces identical output.

Dept-Page Reskin Self-Service Convention (MANDATORY for art-touching pages)

Section titled “Dept-Page Reskin Self-Service Convention (MANDATORY for art-touching pages)”

Every dept page that owns art assets — Art-2D, Art-3D, VFX, Audio, Animation — MUST include a ## Reskin Self-Service — Project + Prefab Structure section so the artist team can replace, reskin, or swap assets without engineering help.

Required subsections:

  1. Folder Map for Drop-In Replacement — flat table: Asset family | Drop new file at <Assets/ path> | Linked prefab/material/SO
  2. Prefab Hierarchy Reference — for each reskinnable prefab, show the GameObject tree + which Renderer/Image/SpriteRenderer slot reads which asset. Use ASCII tree format with [reskinnable] markers on the artist-editable slots.
  3. DOTS Subscene Warning (VFX only)[!WARNING] callout naming which effects are engineering-only (subscene-baked) vs which are artist-self-serve (Mono pool).
  4. Reskin Workflow — numbered 5-step recipe: export → drop → wait for AssetImportProcessor → confirm in Inspector → Play-mode verify. “No engineering escalation required” sentence MANDATORY in the workflow steps.
  5. Atlas + Addressables Linkage — table showing which asset-family packs into which atlas / which Addressables group (so artist knows download-size impact).
  6. Realm-Tint / Rarity-Tint Self-Service — when applicable, show how SO-driven tints work (artist edits SO field, not texture).
  7. Material + Shader Linkage — table showing material families + which shader each uses + which is realm-tinted.

Template reference: see references/dept-page-reskin-template.md for a copy-paste skeleton with all 7 subsections pre-structured.

Engineering-Page Required Sections (MANDATORY for ⚙️ Engineering bucket)

Section titled “Engineering-Page Required Sections (MANDATORY for ⚙️ Engineering bucket)”

Per the 5-round review pattern (StickManForge 2026-05-27, 89 findings), every page in the ⚙️ Engineering sidebar bucket MUST include:

SectionSource findingPurpose
Source: attribution lineF4.9Marks SSOT status or upstream pointer
Decision RegisterF5.1Decision | Status | Owner | Decided-by | Reversal cost
Asset Production Phases (or domain equivalent)F1.1Numbered phase model with inputs/outputs/owner
Risk RegisterF1.7 + F5.2ID | Risk | Likelihood | Impact | Mitigation | Owner | SLA
Performance BudgetsF2.7Aggregate caps (size, draw calls, memory)
Ship Gates / Acceptance CriteriaF1.2 + F5.3Entry-gates + exit-gates checklists
Action ItemsF5.5ID | Item | Section ref | Owner | By-date | Status
Implementation Notes + Milestone gatesF1.14Per-release deliverables with dates
Tooling table with Owner column + TODO markersF1.3 + F5.4Mark scripts not yet in source repo as 🚧 TODO

These are kit-wide for game-dev engineering reference pages. The /t1k:designer:wiki:core create flow should scaffold these sections automatically for engineering-bucket page types.

FileCoverage
references/adoption-spec-link.mdPointer + section index for the live Adoption-Spec (avoid duplicating 1247 lines locally)
references/anchor-format.mdGitHub Wiki anchor algorithm (emoji stripping, multi-space → multi-hyphen) — load before authoring any cross-page link
references/frontmatter-and-markers.mdFrontmatter spec + <!-- ai-owned --> / <!-- human-owned --> marker contract enforced by update
references/ai-context-schema.mdAI-Context.md aggregate schema + Tier A and Tier B filled examples
references/sidebar-convention.md_Sidebar.md canonical template + Tier A / Tier B filter rules
references/tier-a-page-templates.mdReady-to-paste templates for Tier A non-dept pages (Home, Game-Pitch, Design-Pillars, Mechanic, Variants, Tech-Stack, Scene-Map, Asset-Inventory, Network-Spec)
references/tier-a-department-templates.mdReady-to-paste Tier A dept onboarding pages (Game-Design, Engineering, Art-2D, Audio, Marketing-UA)
references/tier-b-page-templates.mdReady-to-paste templates for Tier B non-dept pages (16 pages incl. Systems/.md auto-discovered template)
references/tier-b-department-templates.mdReady-to-paste Tier B dept onboarding pages (10 of 12 — Tech-Artist and Backend-Services templates pending)
references/genre-rpg-page-templates.mdGenre overlay — RPG (Idle/Hack-Slash/JRPG): 8 pages (Realm-Progression, Combat-Design, Equipment, Forge [opt], Heroes-Pets-Mounts, Hero-Skills, Dungeons-PvP, Loot-Tables)
references/genre-puzzle-page-templates.mdGenre overlay — Puzzle (match-3, polyomino, sokoban, sudoku, hidden-object): 6 pages (Mechanic-Catalog, Difficulty-Curve, Level-Database, Power-up-Economy, Daily-Challenge, FTUE)
references/genre-casual-page-templates.mdGenre overlay — Casual / Hyper-casual (single-loop, ad-monetized): 6 pages (Mechanic-Spec, Difficulty-Pacing, Cosmetic-Economy, Ad-Placement, Retention-Hook, Run-Length-Session)
references/genre-roguelike-page-templates.mdGenre overlay — Roguelike / Roguelite (action, deckbuilder, survivor-like, bag-builder): 7 pages (Run-Structure, Meta-Progression, Item-Catalog, Synergy-Combos, Boss-Encounter, ProcGen-Rules, Death-Restart-UX)
references/update-and-sync-workflow.md/update-wiki slash command behaviour, CI staleness gate workflow, escape mechanisms
references/dept-page-reskin-template.mdCopy-paste skeleton for ## Reskin Self-Service section on art-touching dept pages (Art-2D, Art-3D, VFX, Audio, Animation) — 7 mandatory subsections with placeholder text + pre-merge checklist
references/meta-events-page-templates.mdCanonical slug taxonomy + per-archetype page templates (venue / progression / event / social) for the 🌀 Meta & Events sidebar bucket. Used by create + meta-add to scaffold Daily-Missions, Dungeons, PvP-Arena, Clan-War, Battle-Pass, Limited-Time-Events, and other meta-loop pages. Tier-B only.

Art-Style Gate — 2D / 3D / Hybrid (MANDATORY pre-flight)

Section titled “Art-Style Gate — 2D / 3D / Hybrid (MANDATORY pre-flight)”

Every wiki MUST declare team.artStyle ∈ {2D-only, 3D-only, hybrid-2D-3D} in AI-Context.md. The declaration gates:

Surface2D-only3D-onlyhybrid-2D-3D
Departments bucket scaffoldingArt-2D + Animation + VFX + AudioArt-3D + Animation + VFX + Audio (+ Art-2D as UI-only)Both Art-2D and Art-3D
Mesh prefixes (SM_, SK_)Removed from naming-prefix-conventions emitted into the wikiIncludedIncluded
Addressables group familiesart_2d_characters, art_2d_environment, art_2d_ui, art_2d_itemsart_3d_characters, art_3d_environment (+ art_2d_ui for HUD)Both group families
Import-preset templatesSprite + Spine + sprite-frame .anim only — no FBX import-preset tableFBX + LOD + skinned-mesh import-preset tableBoth
Performance-budget tableSprite atlas page, single sprite max, Spine bone count3D character / prop / environment poly countBoth
URP render-pipeline preset2D Renderer feature enabled by default3D Forward+ default3D Forward+ + 2D Sprite renderer feature
Anvil / forge tactile object spec (RPG-genre overlay)Multi-layer 2D parallax stack (base + anvil mid-layer + hammer-strike highlight + ambient sparks)3D mesh on a sub-camera RTAuthor’s choice — must be declared per object

Validation: the validate sub-op cross-checks the declared style against every page’s content. A 2D-only wiki with a stray SM_* reference, .fbx mention, or Art-3D link emits an ERROR. A wiki without team.artStyle declared is treated as legacy → first update / validate run AskUserQuestions and writes the answer.

Re-declaration policy: changing team.artStyle after init is permitted (e.g., a 2D-only game adds a 3D anvil mid-development → re-declare as hybrid-2D-3D) but MUST go through dept-add art-3d so the audit trail captures it; the dept-add op then re-scaffolds the wiki sections that the gate previously suppressed.

  • Status: templates ported, sub-op scripts still pending. As of v0.2.2, the references/ folder contains the ready-to-paste page templates for both tiers + frontmatter spec + AI-Context schema + sidebar convention + update workflow. The create sub-op can produce a complete wiki by copying templates and filling <placeholders>. The update, validate, dept-add, dept-remove, and ai-context-rebuild sub-ops still need implementation scripts (planned under scripts/) — the contracts are documented but no automation runs them yet. Do NOT promise users that the non-create sub-ops are operational yet.
  • Anchor format is NOT GitHub-Markdown-standard. GitHub Wiki strips emojis, but multiple consecutive hyphens are NOT collapsed. Single space → -, (space-arrow-space) → --. Always read references/anchor-format.md before authoring or validating any cross-page link.
  • Ownership markers are load-bearing. <!-- ai-owned --> regions are mutable by update; <!-- human-owned --> regions are NEVER touched. Skipping the marker = AI overwrites human prose. Both markers are required on every page region.
  • canonical_files[] paths are repo-relative to the GAME repo, not the wiki repo. They point at the source of truth (game code/CSV), not at wiki pages. The CI staleness gate crosses the repo boundary using the deploy-key auth model (Adoption-Spec § “Open Questions for /t1k:plan” — Q2 deploy key vs GitHub App resolution).
  • Do NOT regenerate team.departments[] from sidebar or page list. SSOT is AI-Context.md only. Reverse derivation breaks the audit trail and conflicts with dept-add / dept-remove provenance tracking.
  • Art-style is gating, not informational. team.artStyle is a hard gate, not a hint — the create flow uses it to filter the Departments bucket roster, the update flow uses it to reject incompatible ai-owned inserts, and validate errors when content drifts from the declaration. A legacy wiki without team.artStyle MUST be migrated on first run; do NOT silently default to hybrid-2D-3D “to be safe” — that allows 3D content to leak into 2D-only games (the StickManForge 2026-05-27 incident: a 2D-only game shipped with a fully-populated Art-3D dept page, 24 art_3d_* Addressables refs, and 3D poly-count budgets because no art-style gate existed).
  • Build & Ops ≠ design meta. The 📦 Build & Ops sidebar bucket is for Build-Release + Telemetry + LiveOps + Open-Issues — i.e. CI/CD, ops dashboards, and engineering issue log. Currency/IAP/Battle-Pass/Social/Clan/Daily-Missions/Dungeons/PvP belong in 🌀 Meta & Events, not here. The StickManForge IdleRPG wiki (2026-05-27) mis-categorized Economy + Social + LiveOps under Build & Ops because the original skill version didn’t ship a Meta & Events bucket — that’s now fixed in v0.5.0. Validator emits ERROR if any team.metaSystems[].page lives under 📦 Build & Ops.
  • One archetype per page in Meta & Events. Bundling multiple event archetypes (e.g., a single “Events” page listing Double-Drop / Forge-Rush / Anniversary / etc. as ### subsections) is forbidden by the validator. Each archetype gets its own page so the LiveOps team can author them independently, the wiki can link to a specific archetype directly, and meta-add / meta-remove operates at the right granularity. The validate sub-op flags ≥2 inline ### event archetypes on the same page as a WARNING with the “promote to separate pages” remediation hint.
  • 5 R5 open questions block full operational readiness: (1) where /update-wiki executes, (2) deploy key vs GitHub App, (3) LFS for binary attachments, (4) validator severity during rollout, (5) canonical_files-deleted behavior. Surface these to the user when first activating the skill against a new project.