Fair, that's very helpful feedback.
> the interspersed animated/interactive models often don't seem strongly connected to the text
It's indeed the part I struggled with most. The intent was to make the constraint more "visceral", so that the "the interceptor can't catch up" point becomes something you feel by dragging a slider and wtaching the gap grow. But you're right that I didn't do enough to stitch each properly into the prose around it. It reads a bit too adjacent to the text.
For what it's worth, an earlier draft was nearly twice the length and even included a small missile-interception game as the introduction. I think cutting it was the right call though.
Thanks for the notes! I'll keep this in mind for the next post.
> The intent was to make the constraint more "visceral", so that the "the interceptor can't catch up" point becomes something you feel by dragging a slider and wtaching the gap grow.
I don't know who the target audience is but if you talk about hitting supersonic missiles and kill chains, I don't think you need an interactive example to show that you can't hit a target that's faster than you if it has a head start.