The developer-logo splash declares its sprites directly and has no .rat layout child, so is_build rejected it and no screen command could render it — despite it being one of only two screens whose paint order has been read off the running game, and the one where the layer key explains the whole permutation. Adds ui_layout::is_composable (a declaration table plus at least one element resolving to a T8aD the bundle carries) and an opt-in --all on screen list/info/render. Measured on the disc: 2859 RATC bundles, 965 pass is_build, 2751 pass is_composable, and 0 pass is_build without passing it — a strict superset. It is opt-in because the 1786 extra bundles are mostly two-element fragments (a button and its glow), and because widening the default would renumber --build for every pak, invalidating the build indices the corpus's notes cite by number. The splash now renders 6/7 elements, painting its glows first in the order measured off the game; a disc test pins that order.