strict old-skill vs new-skill comparison

ui-polish ยท same task A, real old vs new outputs

This comparison uses one concrete task A and two real outputs produced at different times in the update wave: the old side was created before the skill update, and the new side was created after the skill update.

Method: Task A is the same floating scene/appearance control panel. The old side already had stronger lift and premium floating diagnosis. This update adds premium-control-prominence.md, which judges whether the shell floats well but the inside still behaves like a compact dashboard. The new side therefore keeps one lifted shell and one clearly strongest action while making repeated controls and status treatment quieter.
Old skill on task A
pre-control-prominence
Old shaping: the shell already floats convincingly, but active chips, row slots, status, and CTA still sit a bit too close in finish intensity. The result feels premium, yet slightly dashboard-like inside.
New skill on task A
+ control prominence budget
New shaping: the shell keeps the premium lift, but the inside now behaves more like the interior of one expensive object. Secondary controls are slimmer and calmer, status becomes more ambient, and the CTA owns the strongest finish moment.