Validate Before Victory
Validate the world you actually built. Start with the boring-but-important stuff: JSON, schemas, references, computed fields, flows, layouts, images, and trigger/tool limits. If those are broken, nothing clever on top of them matters. The canonical LWE project should stay lean: about 41 file types, 11 narrative triggers, 6 partitioned tools, one pinned kernel under 5 KB, and roughly 55–65 layout elements at the median.
For a normal world using LWE, test the systems that world actually uses. Run migration parity, exact-reference and Mechanic Package safety, the compiler-generated QA for enabled systems, and a small representative play pass. If ecology is off, do not waste time testing ecology. If the world has no dice, do not test dice. Do not make every installed world run LWE's full 130-case maintainer suite or giant torture matrices.
When validating LWE itself for release, that is when we go feral: run the complete 130-scenario suite, the Final Hardening Regression Matrix, long-campaign and scale torture tests, required live-model checks, and separate manual Craft/mobile/System/Package review. Architecture looking pretty is not a pass. The engine has to update the right owner, avoid the wrong writes, preserve player authorship and host architecture, and stay bounded when a campaign gets ridiculous.