Configure the World Before Bulk Content
Before importing hundreds of classes, skills, powers, or items, configure the four World-level profiles that tell the engine which rules are active. This build order prevents rework because Character computed fields and GM instructions can point at stable configuration instead of embedding numbers from individual source books.
1. Rules Profile
Create a World Rules Profile from the generic template. Record the game/edition label, source precedence, optional procedures, saving-throw definitions, psionic classifications if used, combat-model switches, advancement timing, movement conventions, and other top-level rules that multiple Character or rule files need.
Do not mix books silently. If the World uses one core edition and a conversion book only for explicit conversion guidance, say that in the profile. If the table uses a house rule, record it as a house rule instead of pretending it is core System behavior.
2. Attribute Rule Set
Populate the target game's attribute-generation method, bonus bands, low-attribute effects, strength classifications, carrying/lifting logic, and any above-range behavior the Character needs. The Character schema already knows the eight attribute fields; the World supplies how those numbers are generated and what they mean.
If an O.C.C. or species has a specific exception, keep the exception on that definition rather than distorting the global attribute table.
3. Character Creation Profile
Define the actual creation order and permanent-roll procedures for the target game. This profile should answer how attributes are generated, when class/species choices occur, how starting durability is determined, whether magic or psionics are rolled or selected, when alignment is chosen, how skills are selected, and what must be complete before a Character is marked ready.
Permanent random results must be stored on the Character. Do not leave a random dice expression in a computed field if reopening the sheet would effectively reroll a birth attribute or starting resource.
4. Environment
Choose or create an Environment that describes the World's damage scale and broad physical/magical assumptions. If the game is S.D.C.-focused, do not activate M.D.C. merely because the Character schema supports it. If Mega-Damage exists, define its interaction with ordinary damage, vulnerabilities, armor, recovery, and other title-specific behavior in the World.
Then prove a vertical slice
After the four profiles are stable, build one representative class, one character, a few skills, one combat style, one weapon/proficiency, and one piece of armor or equipment. Exercise character creation, a skill check, one round of combat, damage, recovery, and advancement. Fix the model before you scale up.
Bulk content should be the last step, not the first. A schema mistake discovered after importing five hundred files is expensive; the same mistake discovered with one synthetic fixture is cheap.