I want to see the stats! I like it and its a big help when tuning the AI for example or editing scenarios.
If you are tuning AI, you probably want more information than that, and you know how to get it, for regular gameplay, it's akin to cheating. Why should you know what command a enemy worker is executing? If you see him mining gold, you know... if he is wandering about apparently aimlessly, why should you know?
So...this should be turned off necessarily for multiplayer games (ie not an option). For games on your own computer against an AI, either there should be a "testing mode" where a ton of info is visible, or the non-friendlies' stats should be visible. This is so testers may have to go out of their way to configure the game this way, but it is still a possibility.
And in the gameplay itself you make special animations for produce and so on so everything is meant to be seen.
Knowing a building is upgrading and knowing what it is upgrading are two completely different things.
It is important to know both of those things if you are testing, even though they are different. Say one upgrade costs a ton of resources, and another costs little. As a tester, I want to be able to see what is happening. This is because even though I want to make it an expensive upgrade (let's say it gives your units a ton of sight or something), I may find the AI never utilizes the upgrade for a long time.
Even in real world if you can see someone in the real world, you can also see what he is doing!
If this were so, spies would have to look for another job!
Apart from the stats discussion, I would like to say that I eagerly await a release for Windows! I'm going to make a new poll in the Glade topic over what engines Dark Magic will be compatible with. I hesitate to release more than one version, because things get confusing then (and I have to upload twice). Is MG backwards compatible with vanilla Glest?