From my understanding, Softcoder is working on merging my patches into mainline (unless he has stalled on this due to the merger between GAE and MG). As for being more complicated because you want smaller groups, that is subjective. I personally enjoy only having a few control groups for my units (ctr 1 for melee, ctr 2 for range, ctr 3 for spells). Then in the future, I would like to use control groups for groups of buildings (using 4 - 7 for various buildings). These sorts of control groups would be impossible with the current versions of MG/GAE. However, titi can certainly achieve is preference within this proposed selection mechanism.
It seems there are 2 proposed methods for achieving massive unit selection (that is practical). The method I have already implemented uses tabs as shown
here. This method was based from the way unit selection is handled in Starcraft 2 (in my opinion the best option to date). The benefit of using the multiple tabs is that you could still represent unit health on the icons (in SC2 the icons change color based on health).
The other method of stacking the units with numbers indicating the amount of units also has its advantages (it quickly allows you to know the exact number of the unit). The tab method requires a mental calculation; however, the stacking method doesn't allow any additional information such as health to be represented.
I'm actually fine with either method (stacked or tabbed), but I think the current limitations of the selection mechanism makes the game too micro-heavy (ala the original starcraft).