Okay I'm going to adapt the list a bit, taking into account community input.
I'm narrowing down the criteria so that operations are phrased in such a way that they are a behaviour of the player that can be contingent on gamestate. For instance, controlling large wreck fields is a very high priority, but players that prioritise them highly aren't going to be as strong as players that expand for instance. While controlling wreck fields is often a higher priority, when thought of in terms of which habits win games, expanding is a much higher priority habit to learn since it impacts every game from start until finish.
I'll keep a spoilered version of each iteration of the list in the OP (so that the discussion makes sense), but only the current version will be unspoilered.
99: Ensuring you have enough energy to spend metal
98: Ensuring you have enough BP to spend metal
96: Taking mexes that are in your territory
- area mex tool
95: Taking additional territory
90: Controlling the map if possible
90: Scouting if you have the opportunity
90: Retreats micro
80: Splitting the map in your favour
80: Optimising your composition to better compare with your opponent's
75: Raiding if possible
75: Escalating your composition past raider when appropriate
75: Not committing to losing battles unecessarily
74: Consolidating captured territory
70: Expanding or constantly building with commander
70: Maintaining constructor productivity
70: Not trickling units (make sure they're together when they need to be)
70: Never leaving factory idle accidentally (otherwise known as using factory repeat)
- alt clicking units to manipulate repeat queue
69: Controlling large wreck fields
68: Upgrading commander so that it has a weapon
65: Taking advantage of strong wind on maps that have it
65: Adding an additional factory in the mid-game
65: Positioning commander in best position to be useful without losing him in 90% if cases
60: Coordinating air and ground units simultaneously
55: Line moving units
45: Taking advantage of mountains for wind
45: Building geo-thermal plants when appropriate
43: Using terraform appropriately (to be expanded)
40: Building moho when appropriate
35: Aggressive raider micro
30: Not building too much energy
20: Set target and target priorities
15: Building fusion reactors when appropriate
8: Building Singus when appropriate
5: Upgrading commander past the point of having a second weapon
2: Building storage
2: Building more than two static defenses at the start of the game
0: Building ramps with which to launch roaches at opponents
To be added:
- Area commands.
- Overkill prevention. This is similar to tactical AI. I often see Racketeer fail to keep something disarmed because it is set to be efficient with its shots.
- knowledge of states, armor, overdrive etc.
-Keep retaking and rebuilding mexes. Mexes only take 30s to pay for themselves on most maps, so even if it seems contested, it's worth rebuilding.
-Move the commander as little as necessary, because it is slow and small losses of time add up.
- expand
- reclaim
- value defenses but don't ovebuild them
- make enough energy
- repair
I don't really know how to approach adding these. I moved things around a bit. I expect to move things around a lot more, and to never achieve anything that everyone is truly happy with. But so long as the broad idea is refined then I think we'll end up with something useful. I'm thinking I want to move a lot of things down further still. ATM it's ordinal only, but that's not obvious. People could easily assume that line moving is more than 50% as important as expanding for instance, when it's really not. But I'll focus on getting them in order first, then perhaps think about representing them more in ratio.