I agree with the automation. The case that springs to mind is the tile puzzle mini-game I made for v11 - its grid is centred for any size tile graphics, and for the Unown puzzles, the side trays are automatically split up. It would certainly be easier to throw a few coordinates in, but it's much nicer to have a system that works by itself and allows for some irregularities (e.g. different-sized/shaped tiles).
I've been rearranging some of the script sections recently and adding a few comments. I've also been working on a battle system for my TCG extension. I may eventually get brave enough to modify the core Essentials battle system and change how it works a bit. If I can figure out a better way, of course. The battle choice buttons are actually an adaptation of how they used to work before Poccil came up with a new method (which both the command and fight options could use; previously they used separate ways to display/choose their options).
I'm making Essentials in my spare time. That's no excuse.

I just happen to have had a lot of it recently.
It can't be helped that many people don't have so-called common sense or lateral thinking skills. My approach to people asking how to implement new feature X is to point out existing feature Y which is similar to it (if applicable), and leave them to figure things out for themselves. Or tell them to read the error message (in which case they'll just lie and say they have).