- New `data/skills.json` (registered in manifest) owns every number/string for the
per-class skill trees, type taxonomy, seat table, bar look, and window copy;
code only reads behavior off it so adding a third skill is a data edit.
- Pure skill model + ledger (`js/skills/SkillModel.js`, `SkillState.js`): rank
points from the class bank, spend-through-unlock edges, seat bindings, save
round-trip via `record.playerSkills` (old saves load as an empty ledger).
- Combat runtime in `CombatSystem.js`: cast pipeline with per-skill recharge
clocks, energy spend/regen (now on by default), Ramming Charge dash + arrival
blast (4x..12x weapon damage by rank), Reinforced Plating hull pool re-rolled
from base so it never compounds; charge passes through the pack and settles once.
- UI: full-screen Skill Tree console (`js/ui/SkillWindow.js`) opened from the ship
console's SKILL TREE door (lit when the class owns a tree), combat bar seats draw
icon/rank/cooldown/affordability states with click-to-assign and right-click clear,
keys 1-8 cast or place.
- Evidence: new Node + Playwright suites (`skills.test.mjs`, `skills-combat.test.mjs`,
`skills-bar-browser.test.mjs`, `skills-window-browser.test.mjs`,
`skills-devdoor-browser.test.mjs`) plus screenshots in `dev/shots/`; README and
PROJECT_NOTES document the layer and dev doors (`?skill`, `?skilltree`).