Field notes on building skills — what makes one good, and how we prove it. Two accounts, one for whoever decides what to build, one for whoever builds it.
The two things a skill must do, why the description is the whole game, and how to tell a real one from a costume — in plain words.
Triggering, acceptance, and safety — the two numbers, the one that could not be trusted, and why the quality gate runs without a single LLM.