On a strictly game design note for the tangential Supplemental/Reflexive issue, something which might seem like a minor terminology quirk but has considerable game-impact is the use of "may" in wording conditional effects. Magic: The Gathering ran into this problem a lot, since the typical game-state requires many "permanents" constantly effecting play all the time, which leads to a huge mental burden on both players to track and record them, interactions between them, and any associated automatic-triggers. But by including "may" in a lot more of the modern sets for what could be termed "persistent passives" there's less demand for hyper-vigilance, because now those ongoing effects are classed as merely Optional rather than required.
This might not seem like a huge deal on the face of it, but it is when you're actually playing the game. Because a missed "absolute" automatic effect suddenly means the intended game-state is different than how it should be, and all decisions made after that point were using the wrong information. We've all been there at one time or another in most games, "if I knew you had that, I wouldn't have done X" and then both players either agree to rewind the game to that point best they can, or continue on under the impression of "well, there went a defining point of the game which predetermined who won and who lost." Either case is a failstate for rules clarity and gameplay, because both players are left feeling like the game got away from them in complexity, and that tipped the scales more than the actual strategy and decisions they made.
The inclusion of "may" and the Optional nature of ongoing trackable effects allows for a "mental out" from this unsatisfying feeling, because missing the trigger is now an acceptable outcome, if undesirable, and a potential part of an intended game-state. This doesn't remove the option for a rewind/informal player agreement like before, but it IS easier to simply say "alright, I forgot to announce my activations, that one is on me, I'll check for it next time" and move on without throwing the rest of the game into a state of "everything from this point on isn't how this game was supposed to operate."