ProgressionService holds the loaded Profile, active Playthrough and
active Attempt, so "exactly one active Attempt" has a testable home.
EnterLevel always announces LevelStarted - the reason ghost recording
and splits never worked on level 1 or after a Continue. Refuses
unreachable levels. Does not touch campaign position, so a Replay
leaves it alone.
SkillCatalogue returns null for a skill with no authored upgrades,
killing the Upgrades[0].Cost overrun. PurchaseSkill reads the current
level from the ledger first, so one Attempt can unlock then upgrade.
HandlePlayerDeath now persists - death was free if you quit.
SkillLevel.First/Next driven out here by a real caller. 53 tests.