I don’t think anyone here is arguing the UI is simple in a good way. It’s simple because Funcom thought it should be simplified through obscuring, which is not something unique to the agent system. It’s a reoccurring decision across SWL.
“What should it show” is subjective. In the context of the agent system, the developers thought the players could do without fatigue and outstanding chance. Those values are beyond the level of complexity they believe the playerbase deserves.