0.2.6-dev: PR #546's design note moves from the released 0.2.5 chapter to DESIGN §31.5 (docs/history/0.2.6.md, now host bandwidth and community follow-up); CHANGELOG 0.2.6-dev credits PRs #546 and #547; golden: unchanged

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Part of [DESIGN.md](../DESIGN.md). Development after the 0.2.5 release.
## 31. Host bandwidth, layers 0 and 1
## 31. Host bandwidth (layers 0 and 1) and community follow-up
Unreleased. The maintainer's decision of 2026-10-12 on the bandwidth study (its measurements: a new player's first match costs the
host about 52 MB, audio ≈ 40 % of it; returning players re-download after a re-extraction, a `setup --force`, a Docker
@@ -96,3 +96,11 @@ routes), `test/lobby.test.js` (brotli negotiation, streamed brotli, content ETag
`test/ui/real.e2e.test.js` (`SP_REAL_E2E=1`: the co-op run loads Spine, audio and art through hashed URLs). The e2e
servers wait for the asset index before the first page (`test/e2e/client.mjs startRealServer`, the in-process ones in
their `before`), so the browser suites see the URLs a player sees. Golden: unchanged.
### 31.5 Strategy skip eligibility
PR #546 by @Xinglan233. The strategy-selection page only enables skipping while another unpicked player remains. The published order
keeps finished players for display, so its total length cannot establish that a skip has a recipient. The client
counts order entries absent from `draft.picks`, alongside the existing turn and quota checks. The server's
`skipBand` already rejects the final player with `BAD_TARGET / nobody to pass to`; its rule remains unchanged.
Regression covers normal two-, three- and four-human browser flows, the final turn, and exhausted quota.