Zarj Prax, if you think that you cannot use the actual window, I don't see any problem in learning how to fix it for your own taste.
The fact that *still* there is people wishing a different window is enough for me as HCI person, to think that neither the actual window is at the best of its possibilities (and for my own experience, quite far from it.)
At the end, it is not surely your fault if the things how they are right now have been inserted without having a global view over the GUI and its usability (according to the common definition that is "user oriented" not programmer-my taste oriented) and if you give more value to certain information than other and you think it doesn't suit your way of playing, I can't understand why it should be forbidden for you to try to get what you want.
Of course, again, the game should be RPG oriented and not "power leveller", but if there was no intention to use the levels and the xp, they wouldn't be there at all.
It is bad design that information that is considered important must be accessed with button clicking. The navigation of the information in this context is extremely important, considering the usage of such information.
If you need specific help for the GUI, you can contact me in private.
Despite the general quality of the GUI, I am afraid that further improvements and suggestions from the user perspective, will be ignored as they have been in the latest 8 months. It is a common mistake (in software development!), but maybe in the future this problem will be solved somehow!(e.g. some other HCI person will join the team) I really hope so :-) (That is why for example, the compass idea has been just discarded in the past - and in the present

).
You can more and less design your own screen, but if you want to *add* information you have to work a bit on the code as well as I already told you.
Good luck with it! And keep up giving your suggestions!!! Programmers don't know how a real user is using the software :-)