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The label was the last field the wrapper wrote into a caller's spec, and on a two-key text spec it was the key that forced a rehash. It now rides as an argument like type, so ui.text writes nothing at all, and a button's padding and centring are the tree's defaults rather than fields patched in from Lua. With no builder writing into a spec any more, every spec-less call can share one immutable table instead of allocating its own. It is frozen with a __newindex that raises, because reintroducing a write would otherwise leak a field into every spec-less node built afterwards -- a fault with no symptom anywhere near its cause. One lua_State exists at a time, so the guard costs about 100 bytes in total. ui.spacer passes its spec through rather than copying w and h into a fresh table, and the style alias on a text spec is dropped for textStyle, which no caller used. ui.rebuild now collects before the repaint rather than after it. The collect was already there and its comment already named the hazard, but the painter is the very next thing to want a large contiguous block for its band, and it was being handed a heap still holding a screen's worth of dead spec tables -- a C++ allocation gets no emergency collection the way a failed Lua one does. Worth 5.6kB of free heap at paint time; the largest block is unchanged, because the freed specs are small and scattered. Measured in the emulator, 12 sensors / 131 nodes: live Lua at build end 79.9kB -> 79.7kB and build time unchanged at 52ms. The raw heap figure looks worse because removing the rehashes also removed the allocation pressure that had been pacing the incremental collector, so the dead spec tables now sit uncollected until something asks for them; live usage is what did not change. ui.lua stripped bytecode 9499 -> 9340 bytes.