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Diagnose

Skill codybrom/clairvoyance/skills/diagnose

Routes a vague symptom or complaint to the most relevant Clairvoyance skill via a decision tree. Use when someone describes a problem but doesn't know which skill to reach for. Not for a comprehensive review (use design-review) or a checklist scan (use red-flags).From its SKILL.md

Install
npx -y skills add codybrom/clairvoyance --skill diagnose

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 11 stars11 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

3.9 KB, 732 tokens by cl100k_base, as published. Nobody here has run it

Diagnose

When invoked with $ARGUMENTS, match the described symptom against the decision tree below and route to the appropriate skill. If code paths are referenced, read them first to confirm the match before routing. This skill routes to other skills from Clairvoyance (https://clairvoyance.fyi). It works best when the full collection is installed.

Decision Tree

1. "Something feels wrong but I can't say what"

The symptom is a general sense of unease with no concrete complaint.

complexity-recognition: Apply the three-symptom framework to locate the source.

2. "Simple changes require edits in many files"

Change amplification. Branch by cause:

  • Shared knowledge is scattered across modules → information-hiding (look for leaked implementation details)
  • Old abstractions no longer fit the current shape of the system → code-evolution (check whether the design has kept pace with requirements)
  • Module boundaries cut across concerns instead of encapsulating them → module-boundaries (re-evaluate decomposition)

3. "This interface is awkward / too many parameters"

The interface exposes too much or forces callers to assemble details they shouldn't need.

  • Implementation burden leaks upward → pull-complexity-down (push details below the interface)
  • The abstraction mixes general infrastructure with special-case logic → general-vs-special (separate the two)
  • The module is shallow. Interface cost rivals implementation cost → deep-modules (deepen the module)

4. "I can't name this thing"

Naming difficulty signals a design problem, not a vocabulary problem.

naming-obviousness: If the name can't be made obvious, the entity's responsibility is likely unclear. → Then design-it-twice: Consider alternative decompositions that yield nameable pieces.

5. "Errors everywhere / too many exceptions"

Exception surfaces are large, catch blocks are boilerplate or error paths obscure the normal path.

error-design: Apply define-errors-out and exception aggregation.

6. "Layers feel redundant / wrappers add nothing"

Pass-through methods, thin adapter classes or layers that exist only for "architecture."

abstraction-quality: Evaluate whether each layer provides a meaningful abstraction or just adds indirection.

7. "Comments are useless / missing / stale"

Comments restate code, are absent where needed or have drifted from the implementation.

comments-docs: Apply the four-category framework and contamination checks.

8. "Code was written under pressure"

Technical debt from tactical shortcuts. The concern is process, not a specific structural flaw.

strategic-mindset: Assess the tactical-vs-strategic balance. → Then code-evolution: Plan incremental improvement alongside current work.

Multiple Symptoms

When the description maps to more than one root symptom, prioritize in this order:

  1. Structural (symptoms 1–6): These address the shape of the code and have the highest design leverage.
  2. Process (symptom 8): This addresses how work is done. Important but downstream of structure.
  3. Surface (symptom 7): Comment/doc issues are often symptoms of deeper structural problems. Fixing structure first may resolve them.

Route to the highest-priority match first. Mention the secondary matches so the user can follow up.

Fallback

If the described symptom does not match any branch above, fall back to red-flags: a systematic scan will surface concrete signals to diagnose from.

What ships with it

Read from the repository

Just SKILL.md. No reference files, no scripts.

Gives 0 of the 12 instructions most debug triage skills give in 732 tokens

Counted across 1,020 of the 1,639 authors here whose files we hold, read 2026-09-06

  • Find root cause before attempting any fixin 134 of 1020, across 118 files
  • Create a failing test case before implementing a fixin 109 of 1020, across 95 files
  • Read error messages and stack traces completelyin 102 of 1020, across 88 files
  • Reproduce the issue consistently before investigatingin 90 of 1020, across 77 files
  • Make the smallest possible change to test a hypothesisin 90 of 1020, across 76 files
  • Trace data flow backward to find the sourcein 84 of 1020, across 70 files
  • Form a single hypothesis before testingin 78 of 1020, across 64 files
  • Implement only one fix at a timein 76 of 1020, across 63 files
  • Question the architecture if three fixes failin 73 of 1020, across 59 files
  • Add diagnostic instrumentation at component boundariesin 68 of 1020, across 56 files
  • Compare broken code against working examplesin 68 of 1020, across 57 files
  • Write a regression test before applying the fixin 62 of 1020, across 55 files

Said here and by no other author read

  • Match symptoms against the decision tree
  • Read referenced code paths before routing
  • Prioritize structural symptoms over process and surface
  • Route to the highest priority match first
  • Mention secondary matches to the user
  • Use red-flags if no match is found

Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.

Keep looking

Skills are one crate of 325,949. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.