WazziCode Godot
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TDQS
Scored across 45 tools
Several tools have overlapping or duplicate functionality: editor_state and editor_manage(op="state") are the same operation, godot_verify and godot_orient both probe health/state, and resource_manage search overlaps with filesystem_manage search. While descriptions are highly detailed, the tool boundaries are not always crisp.
The pervasive <domain>_manage convention (scene_manage, resource_manage, project_manage, etc.) provides a strong pattern, but it is mixed with standalone action verbs (scene_open, node_create, script_patch, project_run, editor_screenshot, logs_read, godot_verify, batch_execute). This is a mostly consistent system with a few notable exceptions.
45 tools is excessive for a single server, exceeding the 25+ threshold. Many tools are umbrella managers bundling multiple ops, and some duplicate functionality (editor_state vs editor_manage, scene_manage vs scene_open/scene_save), making the surface feel bloated and harder to navigate.
The tool set covers an impressively broad range of Godot editor functionality: scene, node, script, resource, material, animation, particle, camera, audio, UI, tilemap, tests, runtime input, and project settings. Minor gaps like scene file deletion or export management exist but are not critical for core workflows.