Godot MCP Enhanced
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TDQS
Scored across 26 tools
Direct overlaps exist: `animation` and `animation_track` both expose track/keyframe operations, `screenshot` overlaps with `game`/`qa` capture capabilities, and `workflow` overlaps with `script`, `validation`, and `runtime_assert`. These tools have boundaries but not obvious ownership, so an agent will frequently need to pick between near-equivalent options.
Names are mostly lowercase snake_case and readable, but the convention is not consistent: noun domains (`scene`, `script`, `game`) are mixed with verb-style names (`confirm_and_execute`, `load_skill`) and abbreviations (`qa`, `cpp`, `animtree`). The `animation`/`animation_track`/`animtree` grouping is especially hard to infer from naming alone.
26 tools sits above the already-heavy threshold, and many top-level tools are actually umbrella namespaces containing many subactions, making the real surface much larger. Several tools such as `animation_track`, `workflow`, and `help` could be merged or removed without losing functionality.
Core Godot workflows are well covered: project, scene, script, runtime, validation, animation, audio, material, particles, profiling, runtime assertions, QA, static analysis, and documentation. The main gaps are dedicated export/build/physics/tilemap tooling and some file lifecycle operations, but these are secondary to the server's primary purpose.