- Radial menus, chips composition, branching interviews, T9
predictive, tags/presets, thumbs up/down drill-down
- Correction interview protocol with 6 branching scenarios
- Full routing submenu design (content → method → target →
confirm)
- Edge case protocols (incomplete output, stuck unit, direction
disagreement, hex collision, revisit, routing failure, save/load)
Pending Verification
- Wargame Engine scene system: can it handle overlay vs. full-scene
switching for the keyboard?
- Which keyboard concept gets built first? (Research determines this —
hexes 00-05, synthesized at 19)
LAYER 2: THE
MEMBRANE — Wiring Between RG and Pi
LOCKED (Non-Negotiable)