I believe the 2 most important things the phases component needs are as follows.
1 The ability to automate response in a stack sequence IE during stack sequencing always pick option x and never pick option Y. Good for any very repetitive stack operations. Eg always wanting to deny the loot effect but always wanting the +1/+1 and untap effect of a
Jeskai Ascendancy.
2 A much cleaner and faster way to handle infinite loops (obviously where applicable and possible) would be awesome. Currently simple things like
Basalt Monolith +
Rings of Brighthearth end up becoming painfully slow and even dangerous as it's easy to inadvertently pass your turn to the next game phase negating all your click work. Something as simple as a prompt of "a loop
X has been determined how many sequences would you like to complete" like the damage assignment prompt might be a viable solution.
In terms of placement i believe that:
The phase indicator should be on the left with the rest of the game info.
The wasted space in the card viewer column should become used for the stack / game log
Clicking on any phase button should be a custom "skip to"
Thx again if this is not the correct topic pls move where appropriate
edit 1 - for clarity the "wasted space" i refereed to in the card viewer is the 2/3 rd blank screen real estate underneath the actually displayed card image. Especially as the cards are not multi-selectable to be viewed together nor is the column resizable vertically