•Spend Worked Ground on last hits and wave trims, but keep one clean strip of fresh ground for the real trade or skirmish; a lot of bad Taliyah lanes start when you have already ruined your own Q terrain before anything important happens.
•Weaver’s Wall is often better as a map edit than a ride-in button—cut the escape lane, split peel from the carry, or seal the route a diver wants so E, W, and Q all punish the same path.
•Taliyah’s side move is worth much more after mid has already been paid for, because early roam kills with no plate follow-through were awful in the recent window, while the same pressure with plates behind it was strong.