Copilot, both findings accepted.
1. The trigger was over-broad. "a smoke" and "everything from web
integration rightwards" routed work to `test-servers` that needs no
fixture at all: `smoke:launcher` only checks `--help`, `smoke:web`
asserts the SPA is served, `smoke:web:browser` stops at first paint,
and Storybook play functions render from fixture props. The condition
is now "does this exercise MCP behaviour over a transport?", stated
as such, with both sides named — the smokes that connect
(`smoke:cli`, `smoke:web:app`, `smoke:web:elicit`, `smoke:web:tabs`)
and `pack:verify` on one side, the boot-only ones and Storybook on
the other. Depth in the tier list is explicitly not the boundary.
2. The threshold rationale contradicted the new result. It said an 0.8
bar would mark a hand-off red "regardless of how strongly the first
skill points at the second" — which the 100% measurement refutes.
Both copies (docs and `skill-eval.mjs`) now say what 0.5 actually
buys: a floor on useful reliability for a noisier second-hop load, so
the column still separates an adequate pointer from a broken one. The
value is unchanged.
Re-measured after the narrowing, since a tighter trigger could have
weakened the pointer: 100% / 100% on the hand-off and 63/63 first-move
at 100%, full suite at RUNS=5. Recorded figure updated from the
intermediate 100% / 80%.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EQVdemwgUhh45yzeaRSLhW
Signed-off-by: cliffhall <cliff@futurescale.com>