- Waypoints were comms-only beacons with no landing or trade; a second
deep-space station is a more useful destination in their place
- The old waypoint chance in systems.json becomes
deepSpaceStation.second, so a system can roll 0–2 stations
- StationFrames now assigns a distinct sprite variant per station
(Galaxy.stationFrames is id → [frame, …]) and a two-station system
always wears two different variants
- Rename the route-gate pulse from "destination's waypoint" to
"route's next stop" so the term no longer refers to a removed kind
- New `js/galaxy/PlanetClasses.js` deals non-home planets from one shared deck so every class lands at ~1/N of the galaxy while star type still flavors local systems
- Config knob `systems.planetClassBalance` (enabled + bias) blends an even split with the star-mix preference; bias 0 = exactly even, 1 = old free preference
- Stamp `galaxy.planetClasses` is read back by content generator, frame pass, economy, and type preview so lazy/eager generation agree
- `rollSystemComposition` accepts optional stamped classes; falls back to per-type weighted draws when balance is off or stamp absent
- Fix arid-surface video path in landing.json (was pointing at ice surface)
- Update shop-ui and trade-scout tests to pick rows the current system actually wants, and handle home-world exit resolution
- New js/galaxy/TypeSystems.js: parseTypeSpec + pickPreviewSystem rank the seeded galaxy richest-first, exact face always beats a reskin fallback, optional ?fx= type filter.
- GameScene reads ?type=<class>[-NN] / ss[-NN], spawns the ship beside the target world/station, anchors its landing tether, and reskins the sheet frame when no world wears it so landing clips + surface loop follow.
- dev/type-preview.test.mjs exercises parsing, real-galaxy picks (exact/reskin/determinism/filter), crafted ranking, and bad inputs in bare Node.
- Smoke boot registers SurfaceScene alongside GameScene since the landing flow launches it on top of the flight scene.