Island geometry (table/girdle/crown/pavilion radii, border spacing) scaled down ~5x. The player capsule, camera distance and mountain/ forest scale factors were already correctly tuned to the small world scale established elsewhere in main.tscn; the island itself was the outlier (girdle radius 260 vs. a ~0.5-tall player), making border props and the player look like specks. Shrinking the island was the smaller change versus rescaling every already-tuned system. Player now spawns partway out on one outer facet (region) instead of on the center table, so a walk toward the middle is an actual journey around/through the outer regions rather than starting there. Verified headless with a physics simulation on the new sloped spawn point: player settles and stays on_floor=true, no fall-through.
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