huge mess switches are the most impactful flags which affect traversability
pathway should use logic similar to key placement that if something needs a flag set, the logic will try to place elements bequeathing that flag
labyrinth and pathway both should probably just keep track of what flags are required to be set/unset and if a new room contradicts the current flags then it can't be added but if it doesn't contradict then we get the flag added to the session
we should probably edit levels so that you don't have a choice whether you trigger the flag or not, i.e. block towels switch top route with some towels
similarly, "local" flags for temple switches should be accounted for on a per-linkedroom basis
randomly dumping my thoughts out here