As for your initial point, I will keep singing the same song: all machines are amplifiers. If you are lazy, uncurious, uninspired and uninformed, you could write a book without AI and it would be terrible but at least it would take you a few months. Now you can churn out that terrible novel in a week. But if you are passionate, if you have delved into your topic and thought about it, you can now write a novel faster and better, and for the reasons you list.
I'm using it for apps and game rules right now, and WOW. Claude is worth that $20 USD per month.
I also agree that it will be ubiquitous someday, but for a while we need the "made without AI" label on some things.
For #2 I'm concerned that if you don't know where the character is going you don't have anything to say and AI is not going to make your story good, it's just going to help you get it done sooner. I would say a better use would be "I want this character to figure out this, what could he encounter that would cause the epiphany?" Or "I don't want the character to seek this solution yet, what are some reasons he can't or won't?"
For #3, based on my experience, don't just tell it to name chapters. Tell it the spirit you're going for. Should they all be dramatic? Cryptic? Informative? Avoid spoilers? Tell it why you WANT chapter titles instead of just numbers. If you don't tell it where you're going, what you want from the output, it just does stuff. You'll get output, but it might not be what you want and it might be terrible.
#4 and #5 are spot on. I find tasks like that draining and they slow you down. Now you can get it done well, for almost free, instantly.
#6 I did an experiment like this recently and was startled by how well the free Claude account handled it.
#7 It can absolutely do that, and it can tell you what probabilities are for combinations of things that may occur across your resolution system. EG if the to-hit system works like the and the damage system works like this what are the odds that unit X will take out unit Y in one shot? How many shots from A can a B take before it's knocked out? Where is the point of diminishing returns when adding more bombers to this target and is that historical?
#8 Absolutely. I would make that prompt longer and give more direction about the feel you're looking for. "Gritty" is one component, but should these card titles be in the voice of the commander? or the lingo of the soldier? How long can they be? Should they talk about what's happening in the game or the big picture? Give examples of the kind of thing you're looking for.
AI LOVES example output.
#9 I have not tried this yet, but I'm looking forward to doing things like this, maybe this week.
Alongside this, we may be able to drop in the rules and say "write an example consistent with the rules that demonstrates the procedure and make sure this or that result are included." This not only produces the example for the rulebook, but it's testing the rules since it's a micro-playtest.
#10 This might or might not work. AI doesn't understand anything, it just creates the appearance of understanding. I have many times had Claude anticipate things that yes, a user would experience, but I would not count on it. It could also hallucinate here. So I would certainly try this, but you're at the edge of what works and what does not work.
#11 I suspect that would be extremely helpful.
I look forward to having more time to experiment with this stuff in a couple weeks. I'm working on some apps right now and I'm ASTONISHED at how Claude Code just magically does stuff, including writing and running tests, anticipating problems users might have, improving user experience, we're at the dawn of a very different world…