Round 1 findings: concentrated fleets won all four equal-threat cross-tier matchups flawlessly; glass destroyers beat armored; repair escort beat raw numbers flawlessly; two stations annihilated a 3x threat swarm through 200 m approach fire; team 1 won all three mirror matches (possible sim bias, recorded as action item 6, plus action item 7 for HP-margin logging). Knob changes, deliberately few for clean attribution: concentration tax on m/l gun DPS (railgun_m damage 17 -> 14, railgun_l 70 -> 52), armor_plates 640 -> 1000 HP (~31 HP/threat: killing removes enemy DPS while surviving merely delays, so HP must be cheaper than DPS), repair 25 -> 12 HP per cycle (~1 HP/s per threat: in-combat sustain removes enemy DPS and must be priced like DPS), station range 200 -> 120. Gun ranges untouched; if concentration still wins flawlessly in round 2, the range ladder is the next suspect. Anchors and findings documented in content_design.md; fitted threat values are unaffected by stat changes, so the arena suite counts stay valid. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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