Bandicot's skills live under /, with /why and /council
Type / or press + for Bandicot's skills: /why, /council, /grill, /plan, /super-plan, /also, three Jev skills and your own.
One place for every skill
Type / in the composer and Bandicot lists its own commands, its capabilities, Jev's three skills and the skills you installed, in that order. The + menu lists the same skills, and picking one starts your message with it while keeping what you already typed.
Jev's skills are now /compact, /kept and /jev. The old ~ palette is gone, and Jev's switches stay in Settings, Capabilities.
Ask why, or convene a council
/why explains what the agent just did and why, or why something in your project is the way it is, from the conversation, the files and their history. It changes nothing.
/council seats two more models beside the session's own, the ones you name after it, and the three work a task over in rounds until they agree, then you get the merged result and where they differed. With no models named, it asks which to seat.
Plan before you build
/grill asks question after question about what you want, how it should feel and look, and what done means, with its own recommendation on each, until nothing is left to guess.
/plan researches first and writes a concrete plan for this session, with checks on every step. /super-plan writes the project plan and a session plan for each milestone. /also adds whatever follows it to the session plan without stopping the work in progress.
Small fixes
Remove project is back in the sidebar's project menu, behind a confirmation.
Activity shows its count once, at the top, and pressing it searches your activity.