Too forward. You'd have to court me a bit first.
See, but this was there idea of meeting in the middle. There are extremists on both sides who either want no add-ons at all or want a completely unrestricted API.
ZOS tried to design the API in such a way the people who prefer a more traditional UI could add in some of the things they wanted, while people who prefer the minimalist UI don't feel forced to download these add ons in order to remain competitive. I think they've done a reasonably good job of it and once people calm down a bit, I suspect most people will still be happy with what they can mod in.
Btw...I kinda understand why they made the changes to the buff tracking.
Buff/debuff trackers, even on yourself, can potentially be one of those "competitive advantage" type add ons, which is why so many people want it in the first place. The base UI does a great job of telling you generally that you have been debuffed or buffed and what the general effect of it is. What the base UI can't tell you is exactly what buff/debuff has been applied (as in the ability name) and exactly how long its going to last. Now, with things you add yourself, this shouldn't be a problem. You should know what effects you've applied to yourself (you pressed the button) and should have a general idea of how long they last. There are also pretty clear animations for each of these.
If you cast "Surge" your hands glow with lightning. You can obviously see when that ends and you'll know to reapply it. Same could be said of all the other abilities.
Friendly buffs aren't always quite as obvious, but you can still tell. If you see some swirly gold stuff around you and you suddenly start running faster, an ally has buffed your speed. If your health bar glows and gets bigger, they've buffed your health. If you see your weapons catch on fire, you've been hit with Molten Armaments. I could go on and on.
Effects that enemies apply to you are probably the hardest to get information about. If you see someone shoot an arrow at you, your health bar glows, some green mist appears around your character, and you see "degen arrows", then you've been hit with Poison Arrow. If someone runs up to you and slices their swords across your chest and your health starts to tick down with accompanying degen arrows, you've been hit with a bleed. But in huge fights, its not always going to be easy to track all of these type of effects. I get that.
The question is whether ZOS wants us to be able to track that kind of thing reliably. I think the combat they are going for is action oriented and immersive. Now I don't mean "immersion" in the role playing type sense that people usually do. I mean they want you on the edge of your seat desperately trying to keep track of all the various animations, particle effects, and subtle tells that are flying all over your screen. I think that's pretty darn cool myself.
Someone who can track all that stuff really well is going to be a beast in PvP or Adventure Zones. Someone who is able to do it less well? Well they're going to be less skilled. But that's called depth and I think its good for a combat system to have.
Giving all that information to you in a readily readable form ruins that depth in the skill cap. And honestly, anyone who is a competitive player would be stupid not to download buff/debuff trackers and try to do it the way ZOS intended with the base UI. It would be likely fighting you with one arm tied behind my back just to prove what a BAMF I am.
All that said, while I agree with and understand ZOS's decision to limit that aspect of the API, I would personally be okay with them adding it back to a appease those who like it. As a compromise.