You shipped SKITTERDOME ~1.5h ago — the 3D spider-bot arena + level editor at /home/claudebot/fable-test/areagame/. The user has 3 explicit asks for v2. Read your existing code first.

## USER'S ASKS:

### 1. Editor: more robust navigation (their priority)
Right now the editor camera is fixed. The user wants to **navigate around** the arena while editing. Add:
- **Pan**: drag with middle-mouse OR drag with hold-Space + left-mouse OR arrow keys (pick something natural — your judgment)
- **Zoom**: mouse wheel scroll, with min/max clamps
- **Optional rotate**: hold Q/E or right-mouse-drag — only if you have budget
- The current ghost cursor / grid overlay must keep working under panned/zoomed camera

### 2. Larger arena
Current default is ~12×12. Bump it bigger — somewhere in the 24×24 to 32×32 range. Adjust the camera bounds + zoom so the whole thing's reachable.
- The level JSON format already has `size: [w,h]` — extend, don't break compat.
- The starter "default" level should fill the bigger size with something reasonable (e.g. scatter of walls + 3-5 enemies + a turret or two).
- Editor camera should pan around to reach the corners (this ties into #1).

### 3. Rocket launcher weapon
A new ability the player can use alongside the laser + bomb:
- **Bind it** to MMB or F or 2 (your call — fits with the existing hotbar)
- **Behavior**: fires a slower projectile (visible flying rocket trail) that explodes on impact with a wall, bot, or after ~2s in flight
- **Bigger explosion** than the bomb — larger shockwave ring, bigger ember spray, more screen shake
- **Damage**: 2 HP to bots hit by the radial blast, like the bomb
- **Trail**: glowing line of smoke + flame particles behind the rocket
- **Cooldown**: short (~1s) so the player can chain shots
- **Visual**: rocket itself is a small ExtrudeGeometry capsule with a red glow rear

### 4. "Closer to the reference GIF" (their words)
Look at the reference frames in `reference-frames/frame-*.png` again if you don't remember the vibe. Use judgment on what would push it closer to that aesthetic. Some things I noticed re-checking the frames:
- The yellow laser beams that **snake across the floor** between bots (looked like auto-linked lasers between two bots, not just from player)
- More bots fighting at once
- The 7-slot ability hotbar in the GIF (currently you have 2; bump it with whatever placeholder makes sense, or expose laser/bomb/rocket + a few greyed-out slots)
- Sparks at laser impact points

If the existing aesthetic already feels good, ONE more visual flourish is enough — don't waste turns on stuff the user didn't call out.

## CONSTRAINTS:
- Pure three.js procgen (no gpt-image, no GLTF)
- TS strict / vite build green
- Don't break the editor's save/load JSON roundtrip
- Bump the level JSON `version` only if you change the schema (and migrate old levels gracefully)
- Don't change the editor's UX flow (E to toggle, palette structure)

## SHIPPING DISCIPLINE:
- **By turn ~10**: editor camera pan + zoom working; arena bumped to bigger size
- **By turn ~20**: rocket launcher working with trail + bigger explosion
- **By turn ~30**: closer-to-GIF flourish + e2e green
- Hard cap **35 turns**. The user's usage is precious — finish, don't perfect.

WHEN DONE: one-line summary of what you added.
