Three bugs in wheel.half, all found by looking at it:
The hub was centred on the edge, so the edge sliced it in half -- half a cancel
target is not a target. It is pushed inward by its own radius now, and the
wedges start beyond it. The ring is an inset shadow rather than a border,
because a border pushes every absolutely positioned child inward by its own
width, which put the hub a pixel past the screen edge.
Highlighting fired anywhere the pointer went, including well outside the wheel,
promising a pick that release would not deliver. The hit test is bounded by the
same rIn/rOut the wedges are drawn from, so the lit shape is the region.
An edge panel did not follow its edge: it kept the pixel position it opened at
and drifted inward when the window grew. It re-derives its anchor on resize,
and on visualViewport resize for pinch-zoom and mobile chrome.
One GEOMETRY object per variant now drives the wedges, the labels, the hub and
the hit test together, so they cannot disagree.