Stage planning has three layers: the boss, the enemy pool and the reward table. Boss data is mostly mapped, rewards are extracted, and exact wave tables are still being sampled.
For now, stage pages should show boss base HP, known observed HP samples, reward rows and the inferred enemy pool. Avoid pretending that full wave timings are complete.
GT City Act 6 already has an observed runtime sample for Super Beby 2, including a 928 HP boss bar and runtime enemy spawn data.




