72 records, 94 distinct field names, 31 in every one (post-processing core, five Fog*, three ScreenColor*, SpaceSize, five Supply*, UnderCommandSquadron, the first BGOperate slot). Optional families sit in clean tiers: Nebura_* and ColorLayer* in 69/72, DOF_*/UnsharpMask_*/ExposureKey_* in 15/72, FinalPass* in 3/72. REFUTED: BGOperateFrameCount is NOT the number of BGOperateFrameName_i slots -- 36 of 72. What holds is Count <= slots, 72/72: a fixed slot array with a live count, the same shape as MessageCount under the 32-slot clamp. 68 of the fields common to all three phases NEVER differ in any of the 24 objects. The phase block is a per-stage environment block copied three times; what a phase change is actually for is the backdrop animation (BGOperate*) and the supply/command squadron assignment. MapPath is not in this family -- its 87 records per pack are 29 x 3, the resource manifest's Phase_N. Also fixed a non-determinism the verify loop caught: most_common() over a set iteration ordered ties differently per run; now sorted by (-count, name). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE