feedback5 WK: docs for 自选编队 — PLAYING §3 (the 自选编队 tab for players: slots, picks, the own shop from 调度中心 level 5 / 6, stock, bonds, bans), DATA.md §15 / §18 (played since 0.2.0; ISW-A modules refused; the stock lives in the match), SIM.md (UnitInfo diy on scouting units and result lineups), META.md (player/diy.js: the data view, stock, shop draws, bonds), DESIGN §1 scope line, §8 room.diy / welcome.diyKitted / m.private.diy, §16 the 自选编队 tab; kits README (a new kit is a legal pick at once; placeable 自选 summons)

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@@ -182,7 +182,9 @@ pick chooses any of the three, so write every skill under `skills: { [skillId]:
`talents`, `trait` and `install` apply under every skill. Read every number from `chess` / `bb` — the same file serves
both tiers, both forms and both module stages. A 自选 piece has no 特质 and its bonds come from its factions: neither is
the kit's business. Summons: `battle.tokenDef(tokenId, unit)` / `battle.spawnToken(unit, …)` resolve the variant of the
pick (the hand pieces of 自选 summons come with the per-player shop). Potential is 0 [ASSUMED: no account].
pick; a placeable summon comes to its player's hand like any operator's (server/match/player/diy.js `placeableTokens`
reads the owner form's variant). Potential is 0 [ASSUMED: no account]. A new kit makes the operator a legal pick at once:
the server's `welcome.diyKitted` lists `KITTED_CHARS`, so the 自选编队 picker offers it and `room.diy` keeps it.
**The fidelity rule and the checklist** above apply item by item: every skill at rank 4 and 7, every talent, every
module at stages 1 and 3 (trait override, talent changes, stats), the range while a skill runs, the auto-cast trigger