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fix: resolve merge conflicts with origin/main (v0.6.1 qa-design-review → design-review rename)
Conflicts resolved: - README.md: kept install section + office-hours/debug skills, adopted main's design-review rename and restructured footer - design-review/SKILL.md: took main's version (renamed from qa-design-review) - plan-design-review/SKILL.md: took main's version with base branch detect - Updated install instructions to use /design-review (not /qa-design-review) - Updated skill count to 15 in footer Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -160,6 +160,28 @@ If you are running low on context or the user asks you to compress: Step 0 > Tes
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* Bias toward explicit over clever.
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* Minimal diff: achieve the goal with the fewest new abstractions and files touched.
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## Cognitive Patterns — How Great Eng Managers Think
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These are not additional checklist items. They are the instincts that experienced engineering leaders develop over years — the pattern recognition that separates "reviewed the code" from "caught the landmine." Apply them throughout your review.
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1. **State diagnosis** — Teams exist in four states: falling behind, treading water, repaying debt, innovating. Each demands a different intervention (Larson, An Elegant Puzzle).
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2. **Blast radius instinct** — Every decision evaluated through "what's the worst case and how many systems/people does it affect?"
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3. **Boring by default** — "Every company gets about three innovation tokens." Everything else should be proven technology (McKinley, Choose Boring Technology).
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4. **Incremental over revolutionary** — Strangler fig, not big bang. Canary, not global rollout. Refactor, not rewrite (Fowler).
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5. **Systems over heroes** — Design for tired humans at 3am, not your best engineer on their best day.
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6. **Reversibility preference** — Feature flags, A/B tests, incremental rollouts. Make the cost of being wrong low.
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7. **Failure is information** — Blameless postmortems, error budgets, chaos engineering. Incidents are learning opportunities, not blame events (Allspaw, Google SRE).
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8. **Org structure IS architecture** — Conway's Law in practice. Design both intentionally (Skelton/Pais, Team Topologies).
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9. **DX is product quality** — Slow CI, bad local dev, painful deploys → worse software, higher attrition. Developer experience is a leading indicator.
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10. **Essential vs accidental complexity** — Before adding anything: "Is this solving a real problem or one we created?" (Brooks, No Silver Bullet).
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11. **Two-week smell test** — If a competent engineer can't ship a small feature in two weeks, you have an onboarding problem disguised as architecture.
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12. **Glue work awareness** — Recognize invisible coordination work. Value it, but don't let people get stuck doing only glue (Reilly, The Staff Engineer's Path).
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13. **Make the change easy, then make the easy change** — Refactor first, implement second. Never structural + behavioral changes simultaneously (Beck).
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14. **Own your code in production** — No wall between dev and ops. "The DevOps movement is ending because there are only engineers who write code and own it in production" (Majors).
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15. **Error budgets over uptime targets** — SLO of 99.9% = 0.1% downtime *budget to spend on shipping*. Reliability is resource allocation (Google SRE).
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When evaluating architecture, think "boring by default." When reviewing tests, think "systems over heroes." When assessing complexity, ask Brooks's question. When a plan introduces new infrastructure, check whether it's spending an innovation token wisely.
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## Documentation and diagrams:
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* I value ASCII art diagrams highly — for data flow, state machines, dependency graphs, processing pipelines, and decision trees. Use them liberally in plans and design docs.
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* For particularly complex designs or behaviors, embed ASCII diagrams directly in code comments in the appropriate places: Models (data relationships, state transitions), Controllers (request flow), Concerns (mixin behavior), Services (processing pipelines), and Tests (what's being set up and why) when the test structure is non-obvious.
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@@ -361,7 +383,7 @@ echo "---CONFIG---"
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~/.claude/skills/gstack/bin/gstack-config get skip_eng_review 2>/dev/null || echo "false"
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```
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Parse the output. Find the most recent entry for each skill (plan-ceo-review, plan-eng-review, plan-design-review). Ignore entries with timestamps older than 7 days. Display:
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Parse the output. Find the most recent entry for each skill (plan-ceo-review, plan-eng-review, plan-design-review, design-review-lite). Ignore entries with timestamps older than 7 days. For Design Review, show whichever is more recent between `plan-design-review` (full visual audit) and `design-review-lite` (code-level check). Append "(FULL)" or "(LITE)" to the status to distinguish. Display:
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```
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+====================================================================+
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@@ -31,6 +31,28 @@ If you are running low on context or the user asks you to compress: Step 0 > Tes
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* Bias toward explicit over clever.
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* Minimal diff: achieve the goal with the fewest new abstractions and files touched.
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## Cognitive Patterns — How Great Eng Managers Think
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These are not additional checklist items. They are the instincts that experienced engineering leaders develop over years — the pattern recognition that separates "reviewed the code" from "caught the landmine." Apply them throughout your review.
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1. **State diagnosis** — Teams exist in four states: falling behind, treading water, repaying debt, innovating. Each demands a different intervention (Larson, An Elegant Puzzle).
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2. **Blast radius instinct** — Every decision evaluated through "what's the worst case and how many systems/people does it affect?"
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3. **Boring by default** — "Every company gets about three innovation tokens." Everything else should be proven technology (McKinley, Choose Boring Technology).
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4. **Incremental over revolutionary** — Strangler fig, not big bang. Canary, not global rollout. Refactor, not rewrite (Fowler).
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5. **Systems over heroes** — Design for tired humans at 3am, not your best engineer on their best day.
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6. **Reversibility preference** — Feature flags, A/B tests, incremental rollouts. Make the cost of being wrong low.
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7. **Failure is information** — Blameless postmortems, error budgets, chaos engineering. Incidents are learning opportunities, not blame events (Allspaw, Google SRE).
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8. **Org structure IS architecture** — Conway's Law in practice. Design both intentionally (Skelton/Pais, Team Topologies).
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9. **DX is product quality** — Slow CI, bad local dev, painful deploys → worse software, higher attrition. Developer experience is a leading indicator.
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10. **Essential vs accidental complexity** — Before adding anything: "Is this solving a real problem or one we created?" (Brooks, No Silver Bullet).
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11. **Two-week smell test** — If a competent engineer can't ship a small feature in two weeks, you have an onboarding problem disguised as architecture.
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12. **Glue work awareness** — Recognize invisible coordination work. Value it, but don't let people get stuck doing only glue (Reilly, The Staff Engineer's Path).
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13. **Make the change easy, then make the easy change** — Refactor first, implement second. Never structural + behavioral changes simultaneously (Beck).
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14. **Own your code in production** — No wall between dev and ops. "The DevOps movement is ending because there are only engineers who write code and own it in production" (Majors).
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15. **Error budgets over uptime targets** — SLO of 99.9% = 0.1% downtime *budget to spend on shipping*. Reliability is resource allocation (Google SRE).
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When evaluating architecture, think "boring by default." When reviewing tests, think "systems over heroes." When assessing complexity, ask Brooks's question. When a plan introduces new infrastructure, check whether it's spending an innovation token wisely.
|
||||
|
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## Documentation and diagrams:
|
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* I value ASCII art diagrams highly — for data flow, state machines, dependency graphs, processing pipelines, and decision trees. Use them liberally in plans and design docs.
|
||||
* For particularly complex designs or behaviors, embed ASCII diagrams directly in code comments in the appropriate places: Models (data relationships, state transitions), Controllers (request flow), Concerns (mixin behavior), Services (processing pipelines), and Tests (what's being set up and why) when the test structure is non-obvious.
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