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docs(roadmap): #107 mechanism shipped; Wave 4 done bar its visual pass
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docs/roadmap.md

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@@ -59,17 +59,16 @@ chips, #15 per-call gameEval approval gate (+ a pyops-allow-eval mod kill
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switch), #14 push created blocks in-game. Conversational round-trips and the
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mod-side kill switch still want a live pass (API key + game).
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## Wave 4 — UI leverage (mostly epic #35)
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## Wave 4 — DONE except #107's visual pass (2026-07-03)
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Batch A landed 2026-07-03: #87 (filtered-list primitive), #97 (recipe
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explorer), #100 (dependency explorer), #80 (sortable machines table), and the
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#78 palette remainder. Batch B landed 2026-07-03: #81 (shared query/route
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error+loading convention), #106 (sticky page headers), #101 (block
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sankey/flow view). Remaining:
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| Issue | Effort | Notes |
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| ----------------------------------- | ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
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| #107 light theme pass | M | Last in the wave, so it sees every new surface. |
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sankey/flow view). #16 (help drawers) landed with Wave 5. **#107** (light theme)
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shipped its mechanism — a working light/dark/system toggle — but STAYS OPEN for
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the human visual contrast pass across every route (inherently a screenshot
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review; light mode is now reachable to do it).
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## Wave 5 — DONE (2026-07-03)
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