Ballooner collision detection question...
At present, the extreme sides and top of the balloon are the main points of contact - the lem turns if the sides hit terrain, and the balloon pops if the top hits terrain.
If they find terrain at their foot position, they ascend vertically until they can walk onto it.
So far so good - the "middle" part of the ballooner basically never meets terrain due to the movement of the balloon and the likelihood that the top and sides will meet it first.
That is, unless the Ballooner is at the top of the level. Here, a different set of collision possibilities are presented because the Ballooner bobs back and forth along the top of the level, moving from side to side infinitely.
So, it's possible for a Ballooner at the top of the level to meet something like the following:

The foot position is below the horizontal pole, so they won't find terrain and ascend. Also, the side of the balloon is above the horizontal pole, so it won't cause the lem to turn:

That is, until the side of the balloon meets the vertical pole, at which point they
will turn:

Technically, this is the same as Walkers ignoring the horizontal pole in the same setup, except that Walkers would also ignore the vertical pole.
However,
the balloon itself is part of the skill, so it makes sense that it would check for terrain, which it is doing - i.e. only the lem themself is ignoring the terrain (since it isn't at their foot position).
I feel like
this is correct and consistent, but... there could be an argument for having the lem interact with the terrain somehow in this setup. My instinct is to keep it as it is, but I wanted to see if anyone had any other expectations about what should happen here?