The placement rule
Automate where emotion is strongest and repetition is highest.
The boundary is not drawn by difficulty or by importance — it is drawn by two properties considered together: how reliably emotion corrupts a decision, and how often the decision repeats. Sizing scores high on both, which is why it is fully mechanical. Reading whether a level is holding scores low on the first and high on the second, and stays human because no formula does it as well. The rule produces some counter-intuitive placements, and every one of them is defensible on those two axes rather than on a preference for automation. Applying the rule honestly occasionally produces placements the designer dislikes, and those are the ones worth trusting most — a boundary drawn by two stated properties survives disagreement better than one drawn by preference.

