A practical guide to choosing skills, commands, agents, and rules in The Froject. Few or many? Defaults or custom? Stop overthinking and start downloading.
If you only read one section, read this one.
Skills, commands, agents, and rules behave differently. Picking many of one is fine. Picking many of another adds friction. Here is the rule of thumb for each.
Skills only load when relevant. If you have an SEO skill but you are writing a sales email, the SEO skill does not show up. Claude routes to the right skill for the task.
Commands are shortcuts. If you will not type /campaign-planner, having it does nothing for you. The four core commands (/prime, /hatch, /work, /close) are non-negotiable. They are your daily loop. Beyond that, be honest about what you will use.
Agents are heavier than skills. Each one spins up its own context window when called. Having too many is not catastrophic, but it does mean Claude has more options to consider when picking which to spawn.
Rules apply on every prompt. Unlike skills (which only activate when relevant), rules are always loaded. Each rule competes for attention in Claude's context.
For most people, 10–20 skills is the sweet spot. Skills only load when relevant, so extras do not slow you down. The recommended set for your role is a strong starting point.
There are no wrong picks. Worst case, you generate a workspace, use it for a week, and re-run The Froject to adjust. The whole point is that it is fast to redo.
Leave them as-is on the first pass. After a week of real use, you will know exactly which ones need your specifics. Customizing before you have used it is guessing.
They are the safest default. They might not be the best for your specific situation. Use them as a starting point, not a ceiling.
Yes. The Froject creates a shareable URL with your selections encoded. Send it to a teammate and they can start from your config.