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Adversarial pre-code review (wf_c7575828-934; 23 agents, 0 failures) over the Phase 1 combat-gym design raised 19 findings (8 CONFIRMED + 11 PARTIAL, 0 refuted) and caught design-breakers before code: - SpawnId bit budget exhausted (owner16|fireCount12|fork4) -> repack owner14|socket2| fireCount12|fork4 so 4 sockets don't collide/desync. - "KEEP as-is" client feel layer is a real migration (CombatFeedback/PlayerAnimationDrive/ HUD read the reworked AbilityRef/AbilityCooldown) + needs a new replicated class signal. - predict-spawn is Projectile-only (Aoe/Hitscan/decoy = Cone-precedent server-only spawn); Blink = velocity-blink in its own system (not a transform teleport); SocketCooldown hot not cold; EffectiveAbilityStats 4-wide; windup needs a rollback-safe resolve tick; Harpooner reel + player zone = new server-only code, not salvage. Verdict: pass-with-changes on all 3 lenses, no redesign. Phase1_Combat_Gym_Build_Spec = the implementation contract (8-step build order, wire/bake churn, open risks, ledger). DR-050 records it; pre-review design -> superseded. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>