Inventory: see and change what the agent starts with
A new Inventory place shows the skills every new session starts with, their context cost and the role the agent reads as, and lets you equip or drop them.
Open Inventory from the dock, left of Projects. The left pane is the loadout the agent equips at the start of every new session; click an item to browse the full installed catalog and swap, add or remove it. The middle pane explains the selected item in plain words or in technical detail — the scripts and tools it ships, how often it has been used, the context it adds at session start, its source path and trust. The right pane is the loadout's character status: how much of the model window it fills, how many items it carries, overlapping triggers, and an inferred role for the agent carrying it, with the items that drove that guess. Hover a swap and the numbers recompute before → after.
Below the panes, the whole of Bandicot's memory is one list across project, global and team scopes. Keep or drop per row, rubber-band select across many, and drop in one undo-able action — no confirm dialogs.
Context cost is measured from exactly what the engine injects at session start, run through the engine's own token estimate; it is labelled an estimate because the engine has no separate tokenizer. The loadout is real: equipping or dropping a skill edits the setting every new session reads, so it genuinely decides what loads. Each session's efficiency pane now has an Inventory view: the loadout it started with, what it used from inside and outside that loadout, and one-click suggestions to drop an unused skill or close an overlap.