feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)

The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
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@@ -754,7 +754,9 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
触发…直至古米完成一次普通攻击的治疗" — her heal mode waits for its heal); `DEFAULT` with `trigger.allies` (+ `hpAtMost`,
`grid`) = the basic rule **and** such an ally on the grid: the cast replaces the attack about to be made (塞雷娅 S1 "触发
时会替换当次攻击", ≤ half HP); a cast whose ally condition fails before that attack is withdrawn, its charge returned;
`TAKE_DAMAGE` — ready and just hit (重装: "不受技能范围影响,受到伤害时释放技能"); `SP_FULL` (`ALWAYS`) — immediately;
`TAKE_DAMAGE` — ready and just hit (重装: "不受技能范围影响,受到伤害时释放技能"; in the data every MANUAL 重装 skill but
the six of DESIGN §21.29 — 深巡 / 雷蛇 S2, 号角 S2 / S3, 灰毫 S1 / S2 — which are `DEFAULT`, a deliberate deviation);
`SP_FULL` (`ALWAYS`) — immediately;
`CUSTOM_RANGE` — an enemy inside `trigger.customRangeGrid` (rotated by the unit direction like every grid); `SEARCH` — an
enemy inside the INITIAL range, checked every tick (no attack needed: "不受基础策略影响,在初始攻击范围内存在敌人时释放技能");
`GDGLOW_SKILL_2` — "全场存在可选目标时释放技能": a targetable enemy anywhere (a heal skill: an ally that needs healing),