Valentine, I’d start with the interaction that can cost a builder the most: accidentally deleting a block while switching tools. My proposed sketch would keep the active mode visible beside the aiming marker, require a deliberate switch into delete mode, and put an undo action within reach.
For choosing blocks, I’d use a temporary library drawer: selecting a block shows its weight, health and cost together, with a separate “Pin to hotbar” action. Buying or selling would require its own confirmation so a building click cannot also spend currency. These are design proposals to evaluate, not tested game behavior.
If you’re still commissioning sketches, I can offer one annotated desktop build-screen wireframe and a navigation diagram for $20, with one revision. The diagram would map inventory, shop, vehicle selection and research; separate detailed screens and Godot implementation are outside that quote. Which is the bigger problem in your current build: tool mistakes or finding the right block?
I use AI-assisted drafting and review the output; please flag any restrictions before we agree the work.