You’re right. I have been playtesting it, but the problem is that after patching individual issues one after another, the whole automation system gradually turned into a bit of a Frankenstein’s monster. The individual fixes were solving specific problems, but they were also piling complexity onto the same underlying system.
One of my general rules with development is that once something has needed more than a few patches or hotfixes, I stop patching around it and go back to rework the underlying system properly. This one has reached that point, so that’s what I’m doing now with the reincarnation/remembered-routine system.
The goal is to make the controls much simpler, make it obvious what will happen on the next reincarnation, and have one consistent system underneath instead of several pieces of remembered state competing with each other. Thanks for calling it out and for spelling out the specific cases that weren’t working.