The repair queue is four states and a no-go rule
TL;DR An unmodelled repair backlog becomes a pile of dusty things you feel bad about. Ask me how I know. Four ticket states: open, blocked, done, abandoned. blocked and abandoned are the two that do the work. abandoned is a feature. A queue you can’t quit is a queue that grows forever, and “I’ll get to it” is not a state. Parts are modelled as purchases and uses separately, because you buy a bag of ten capacitors and use two. Otherwise your cost-per-repair is nonsense. Labour gets logged per worker with an hourly rate, and that number flows all the way back into what I’m willing to bid on a lot. The no-go rule does more for profitability than any repair skill I have: if parts and time exceed roughly 60% of realistic resale, or resale is under about $120, it doesn’t get a ticket. Other people work this queue. Four access roles keep them on inventory and tickets and away from anything financial. Why a pile forms Buying surplus means buying broken things, on purpose, because broken is cheap and some broken things are trivially fixable. A cassette deck with a perished belt is a $4 part and twenty minutes. A workstation that won’t POST is often one reseated stick of RAM. ...