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Four reworks from the first palette-era on-glass review, all iOS-facing: - Surfaces carry the palette now, not just the text on them: ConsoleGlass washes every tier (Liquid Glass tint, pre-26 material, tvOS material) with ink.glass — the same colour the desktop console fills its panels with — and the close buttons move to an ink-aware consoleGlassBackground. The pre-26 branch also gains the focus tint it had silently dropped. Stray literals follow: ConnectOverlay text rides ink in the console takeover, card shadows soften on pale fields, the focused keycap reads onAccent. The online pip stays status-green on purpose. - The header breathes: title top padding 4/10 -> 10/18 plus shared header-spacing and title-bottom helpers mapped from the console shell's rhythm, applied to the launcher, settings and add-host alike, with the add-host close X re-anchored to the title row. - Settings, Add Host and the Library present IN PLACE on iOS: one persistent aurora whose calm is chased (the console's bg_mix), screens as transparent layers with the console's 0.26 s ease-out-cubic push/pop, an input drop for the transition, and the controller handed off through isActive — no more opaque bottom-up covers, no backdrop teardown. macOS keeps its sheets, tvOS its focus-engine covers. - The settings select is a real band: choice rows mount GamepadOptionBand, a spring-driven drum (Animatable body, ring-distance wrap, neighbours gated by focus and flight) whose retargeting spring accumulates rapid steps into one continuous spin. Reduce Motion falls back to a plain crossfade; toggles keep the quiet 14 pt slip. Verified: swift build (macOS), swift build --triple arm64-apple-ios17.0, swift test 208 passed / 0 failed. On-glass QA still owed: palette sweep on a pale palette, transition compositing over materials, drum feel on device.