Claude

Claude changes faster than I can keep a mental model of it, and most of what I learn arrives as a video I half remember a week later. This page is where those notes go instead. It’s meant to be revised: the lists live in data files, the summary up top gets rewritten each time, and the changelog at the bottom says what moved.

Where it stands now

As of October 2026, the 5.5 models are out, and Opus and Fable are the most capable. Anthropic updated its guide to writing skills alongside them, and some of what used to work now wastes tokens or holds the newer models back. On the first of October Claude Code got mods: add-ons, built by describing them to Claude, that change how Claude Code itself looks and works.

Writing skills

The skills video walks through Anthropic’s updated best-practices guide. I checked it against the guide itself, and everything below except the last rule is in there, mostly word for word. The surprise for me was the preview behavior: a file Claude reaches through another file may only get its first hundred lines read, so anything important further down might as well not exist.

  1. 01
    Keep SKILL.md under 500 lines

    Split the rest into files linked from it, so Claude loads each one only at the step that needs it.

    Anthropic docs
  2. 02
    Link reference files one level deep

    A file reached through another file may only be previewed, roughly its first 100 lines.

    Anthropic docs
  3. 03
    Give long reference files a contents list

    Anything over 100 lines opens with a table of contents, so even a preview knows where to jump.

    Anthropic docs
  4. 04
    Match freedom to fragility

    Plain instructions where many approaches work, a template where the shape matters, an exact script where a mistake is costly. One skill can mix all three.

    Anthropic docs
  5. 05
    Test on every model you'll run it with

    Enough guidance for Haiku, clear and efficient for Sonnet, not over-explained for Opus. Skills written for older models can be too prescriptive for new ones.

    Anthropic docs
  6. 06
    Cut what Claude already knows

    Keep your prices, terms and internal rules; drop the paragraph explaining what an invoice is. Write the description in the third person.

    Anthropic docs
  7. 07
    Hand long jobs a checklist

    Steps Claude copies into its reply and ticks off, with a go-back line: if a total doesn't match, return to step 2.

    Anthropic docs
  8. 08
    Close the loop

    Run it, check it against a validator or a style guide, fix, repeat, and only proceed when it passes.

    Anthropic docs
  9. 09
    Use a template, examples or a fork

    When the output must be defined: a template (strict or a sensible default), input and output pairs, or a conditional workflow.

    Anthropic docs
  10. 10
    Rules that can never break go in a hook

    A hook is code Claude Code runs at a set moment whether or not the model follows the skill. Capital letters work most of the time; a hook works every time.

    the video

The thread through all of them is that newer models need less hand-holding and more structure. Skills written for older models over-explain, and over-explained skills can make the output worse. A rule that would cost you if broken moves into code.

Most of these can be checked from the text alone, so here’s a checker. The sample is a deliberately bad invoicing skill.

Live · paste a SKILL.md, get the rules applied
  • Turn on JavaScript to run the checks.
The checks are the ones a script can make from the text alone: the frontmatter limits, the 500-line ceiling, first- or second-person descriptions, missing contents lists, capital-letter rules that want to be hooks, and step lists with no checklist. It can't test your skill on three models for you. Nothing you paste leaves this page.

Mods

A skill tells Claude how to do a job. A connector plugs Claude into another app. A mod runs inside Claude Code and changes Claude Code itself: extra panels, a progress bar, a confirmation before something risky. Under the hood, Claude Code emits an event for everything it does, and a mod is a small piece of code that listens for those events and can watch them, change them, or handle them itself.

Making one means describing it to Claude, which has a built-in skill for building them. The video’s practical notes: mods need Claude Code 2.1.287 or newer, they work in the terminal and the desktop app’s code tab (not yet the VS Code extension, as of recording), a new mod lasts only for the session until you ask Claude to save it as a plugin, and most run as plain code with no token cost unless they call a model. These are the nine it rates:

Savvy Progress

A progress bar above the prompt, plus a live panel of every subagent with its model, progress and rough cost.

Claude Skins

Re-themes how Claude Code shows its work: icons per tool call, colors for edits. Ships with seven themes.

Open source

You Should Know

A second agent reads Claude's replies and pops up anything important you might skim past, like a cost.

AnthropicUses tokens

File Tree

A file panel where files shimmer while Claude touches them and turn green once the change is committed.

No tokens

Cache Tax

Warns before a message that would reload a cold prompt cache, with an estimated cost, and can keep the cache warm while you're away.

Blast Radius

Stops risky commands like deleting a folder, lists exactly what would go, and waits for a person to press proceed.

Anthropic

Reflect

When you correct Claude, offers to save the correction as a permanent rule in CLAUDE.md or a skill.

Terminal Browser

A real web browser beside the terminal chat, for reviewing pages and pull requests without switching windows.

Replay Theater

After a turn, steps through every file edit Claude just made, for code or for a draft.

Anthropic

The two I’d install first are Blast Radius and Reflect. One is a safety net for the one mistake an agent can make that I can’t undo, and the other turns a correction I’d otherwise repeat next week into a rule.

Too much code

The third video argues that the trouble with AI code now is its volume. When building a feature gets cheaper, more of the backlog becomes worth building, so a company ends up spending more on software. That’s Jevons' paradox, the same thing that happened to coal when steam engines got more efficient.

Live · cheaper features, bigger bill
At $6,000 a feature, 2 of 30 backlog items are worth building: $12,000 of spend.
Each bar is a backlog item, its height what it's worth. Anything taller than the build cost gets built. The values are illustrative, chosen to reproduce the video's example: 2 features at $6,000, 17 at $1,000. Drag the cost down and total spend goes up.

More code makes bigger systems, and the bigger the system, the less of it any model can see at once. The video walks through why each fix leaks:

  • The context window is a hard limit. A change can look fine inside it and break a module outside it, or call a function it can’t see and guess the wrong return shape. A loop that looks linear can call something outside the window that is itself linear, and quietly become quadratic.
  • A bigger window costs more and still has blind spots. Models attend best to the start and end of long input and lose things in the middle, and standard attention compares every token with every earlier one, so doubling the window roughly quadruples the work.
  • Sparse attention cuts the comparisons by skipping most pairs, which means it can skip the one that mattered.
  • Retrieval searches the codebase for what’s needed, but it can only find links that exist in the code. The video’s example: a change applies a discount before writing an order, a nightly report that reads the same table subtracts it again, and nothing in the edited code ever mentions the report.

The conclusion is a loop: AI makes more code, more code makes systems too large for AI to hold, and those systems get maintained with more AI.

What I changed

A page about rules is only worth something if I follow them, so I ran both videos against this site’s own agent files.

  • Every skill file over a hundred lines now opens with a one-line contents list, so a partial read still knows what’s further down.
  • The video-notes skill now lists every file it depends on directly instead of through a chain, and its final checks are a checklist to copy and tick, with go-back lines.
  • The code standards gained a sixth rule, from the nightly-report example: when two files depend on each other through something no search would find (a shared string, a data key, a table), name the other end in a comment at both ends, and treat deleting replaced code as part of the change.

Still on the list: the skill descriptions are written as instructions rather than in the third person, and a couple of rules this repo states in capitals (“never overwrite bin/”) are candidates for hooks.

Changelog

  • October 16, 2026: first version, from three videos on skills, mods and AI code volume.

Source

Three videos, watched in October 2026. The skill rules were checked against Anthropic’s skill best-practices guide; the hooks rule and everything about mods are the videos’ claims, and the mod names are as the captions give them. Both Claude videos end in a pitch for a paid community, which I’ve left out.