Q-G-01: Turn Cycle Granularity

Is the turn cycle structure (Planning → Execution → Resolution → End-of-Turn) the right granularity, or should moves be real-time-with-pause? What does the “feel” need to be? - Source: [[langgraph-gameplay-modes]] - Depends on: prototype feel testing

Q-G-02: Lane vs Unit Toggle Hierarchy

Should per-lane toggles override per-unit toggles, or the reverse? If a lane says auto-run but a unit says manual, who wins? Should hero units override lane toggles? - Source: [[langgraph-gameplay-modes]] - Depends on: UX design, gameplay balance

Q-G-03: AI Decision — LLM vs Heuristic

Do the AI decision nodes call an LLM for tactical reasoning, or run a deterministic heuristic? LLM gives adaptivity but costs latency and tokens. Heuristic is fast but predictable. What’s the MVP choice? - Source: [[langgraph-gameplay-modes]] - Depends on: Q-PI-02 (latency budget)