Every part of this series has quietly agreed on one thing: the agent will be wrong sometimes. Part 1 set the bar at "acceptably wrong." Part 3 measured how often. So the last question is not how to stop it from ever failing. It is the one that actually decides whether you can ship: when it is wrong, what is the worst that can happen?
That worst case is not fixed. It is a design choice, and it is the one most teams never make on purpose.
Blast radius is something you choose
Two agents give the same wrong answer. One drafted an email for a human to send. The other sent it. One suggested a refund. The other issued it. Identical mistake, completely different consequence, because someone decided how much power the agent had when it was wrong. You set the blast radius by choosing what the agent is allowed to do, not by hoping it does the right thing.
Guardrails: match capability to proven trust






