-Let me just get this out of the way at the beginning: The first formal model is not going to cover all features of Rust.
-Some of the missing pieces will hopefully be added later, some maybe not.
-Rust is huge, it's too large to be all handled in a single go.
-In particular, the first version is not going to cover automatic destructors, i.e., the `Drop` trait and the dropck mechanism.
-This is, of course, a significant gap, even more so since dropck may well be the most subtle part of the type system, and the current version (as of Rust 1.3) is [known to be unsound](https://github.com/rust-lang/rust/issues/26656).
-But we have to start somewhere, and even without `Drop`, there is a lot to be done.
+Let me just get this out of the way at the beginning: The formal model is not going to cover all features of Rust.
+Some of the missing pieces will hopefully be added later, some maybe not, and some just don't matter for what I am attempting to do.
+Our focus is on the type system, on ownership and borrowing and the ideas these concepts found on.
+Many features of Rust are pretty much orthogonal to this, so I won't attempt to model them accurately.
+This starts with the language itself: The syntax, the concrete set of primitive operations (except for those that concern pointers), the structure of code with modules and crates - none of this really matters.
+I have some idea what to do with traits, unwinding and a few other pieces, but trying to get all of that right in the beginning would just be a distraction.
+In terms of what we are interested in, these features do not significantly change the game.