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Though as far as Ansel is concerned, why not put Ansel bindings in the Guide Chord configuration so its more universally accessible and you dont have to rebind Ansel for every game you want to access it with?
To explain what is going on with this Witcher 3 specific example: In tweaking my SC config for witcher 3, I had made an action layer that allows Roach to gallop without me having to hold any buttons for ages (It's a big game world, so you sometimes have to travel decently long distances). So I set up an action layer called "Gallop Toggle." A double press on the left paddle will apply this action layer. The action layer basically has two activators on the "always active" keybinding. A "start press" activator hitting A, and a regular press activator on a short delay also pressing A. This means that double tapping the left paddle will switch to this activator, which will tap the A, then Tap A a second time and hold it (which is what you do to gallop when on a horse in Witcher 3). This action layer also binds a regular press A, long press B, or regular press on the left paddle to remove the "gallop toggle" action layer so the bindings return to normal. Some time after making this action layer, I decided to make an Ansel action set as a completely separate action set. As soon as I had done so, every refrence to the "Toggle Gallop" action layer were now instead made to the "Ansel" action set. I had to go back and change the left paddle double press activator back to "apply action layer - Gallup Toggle" and then go into the Gallup Toggle action layer and change all of the "remove action layer" bindings to also refer to Gallup Toggle because they also now referred to the Ansel action set. This is unexpected behavior. If you use the right bumper to cycle through action sets in the configurator, it will go through all action sets, THEN go through all action layers.
Expected: Default > Toggle Gallup > Ansel
What happened: Default > Ansel > Toggle Gallup (an action layer of the default action set).
On complex configurations it can quickly become a mess if you start adding multiple action sets & layers (like the configuration I devised for Far Cry 5).
It could very well be a bug, go report it.
A more concrete example would be a layer that applies to a movement control that is the same across sets for ranged vs. melee attacks.