UI roadmap - discussion of recent and future changes

Recently there has been renewed work on Forge's UI (and I believe the changes so far have been solid improvements.) I'm making this thread so that we have a place to kick around ideas and give feedback.
Anyway, the following are my thoughts.
I've been enjoying tab-less Forge: I think it cleans up the playfield, frees up space, and generally looks much better. Currently tabs are used to identify panels, to arrange them, and to switch between them as gameplay requires. They're perfect tools for organizing the playspace, and the current method of hiding them works well, so there's no issue there. What's been on my mind is how to incorporate the ability to switch between zones and opponents when the tabs are hidden, and the following is what I've come up with.
My proposal is to use the top battlefield for opponents, the bottom for the player, and the current "Human's Hand" panel as a universal display area for all players' hands, graveyards, exile zones, command zones, etc.
In the player info panel there are icons for the hand, the graveyard, the exile zone, cards with flashback, etc. These currently bring up the items in list view. Instead, we could make the buttons display the contents in the "Human's Hand" panel - playing a flashback card would use the same graphical interface as clicking on a spell in your hand, bringing up the opponent's hand would show card backs unless you have permission to view its contents, etc. In addition, spells and abilities which bring up the contents of graveyards and hands as a boxed list (Thoughtseize, for instance,) could now use a unified interface for selecting cards to discard, etc. (As an aside, the abandonment of lists and yes/no prompt boxes is pretty much number one on my UX wishlist as a user.)
The only zone not represented in the player info panels is the command zone. My suggestion is the creation of a "life total" icon to go in the left column under the player portrait, balanced with the "poison" icon on the right (arguably a better spot than next to flashback.) The second row would hold hand and library, and the third graveyard and exile. The fourth row would hold command and flashback. I think this arrangement makes a decent amount of sense (it also has the benefit of separating the player portrait, used for targeting of players for abilities, from the life total, used for life payments for spells which might target something or someone else entirely.)
Tabbed battlefields could be replaced in multiplayer by making use of the "Players" panel. The panel is currently used to display more technical information (maximum hand size, cards drawn this turn, and damage prevention up.) This currently doesn't have a scroll bar, so most information in a multiplayer game is inaccessible.
A revamp could present a "banner" for each player, with their portrait on the left and vital statistics displayed to the right. The players would be stacked by turn order, and clicking on a portrait would bring that opponent's battlefield to the top panel. Simple effects that require targeting a player could be done through the portrait shortcut. This would reduce the number of clicks, make it more intuitive to find a certain enemy, and increase the utility of the "Players" panel for multiplayer where it's most useful.
Anyway, I get that this is pretty much unsolicited feature requests at this point, but I suspect that many devs and users have their personal vision / wishlist for how Forge's UI can be streamlined. spr is currently working on these areas, and has welcomed discussion around his changes, so I'm thinking it's not a bad time to have a "big" discussion.
Hope I haven't overstepped my bounds in creating this thread, and a big thanks to spr, drdev, and all the devs for the work put into Forge!
Anyway, the following are my thoughts.
I've been enjoying tab-less Forge: I think it cleans up the playfield, frees up space, and generally looks much better. Currently tabs are used to identify panels, to arrange them, and to switch between them as gameplay requires. They're perfect tools for organizing the playspace, and the current method of hiding them works well, so there's no issue there. What's been on my mind is how to incorporate the ability to switch between zones and opponents when the tabs are hidden, and the following is what I've come up with.
My proposal is to use the top battlefield for opponents, the bottom for the player, and the current "Human's Hand" panel as a universal display area for all players' hands, graveyards, exile zones, command zones, etc.
In the player info panel there are icons for the hand, the graveyard, the exile zone, cards with flashback, etc. These currently bring up the items in list view. Instead, we could make the buttons display the contents in the "Human's Hand" panel - playing a flashback card would use the same graphical interface as clicking on a spell in your hand, bringing up the opponent's hand would show card backs unless you have permission to view its contents, etc. In addition, spells and abilities which bring up the contents of graveyards and hands as a boxed list (Thoughtseize, for instance,) could now use a unified interface for selecting cards to discard, etc. (As an aside, the abandonment of lists and yes/no prompt boxes is pretty much number one on my UX wishlist as a user.)
The only zone not represented in the player info panels is the command zone. My suggestion is the creation of a "life total" icon to go in the left column under the player portrait, balanced with the "poison" icon on the right (arguably a better spot than next to flashback.) The second row would hold hand and library, and the third graveyard and exile. The fourth row would hold command and flashback. I think this arrangement makes a decent amount of sense (it also has the benefit of separating the player portrait, used for targeting of players for abilities, from the life total, used for life payments for spells which might target something or someone else entirely.)
Tabbed battlefields could be replaced in multiplayer by making use of the "Players" panel. The panel is currently used to display more technical information (maximum hand size, cards drawn this turn, and damage prevention up.) This currently doesn't have a scroll bar, so most information in a multiplayer game is inaccessible.
A revamp could present a "banner" for each player, with their portrait on the left and vital statistics displayed to the right. The players would be stacked by turn order, and clicking on a portrait would bring that opponent's battlefield to the top panel. Simple effects that require targeting a player could be done through the portrait shortcut. This would reduce the number of clicks, make it more intuitive to find a certain enemy, and increase the utility of the "Players" panel for multiplayer where it's most useful.
Anyway, I get that this is pretty much unsolicited feature requests at this point, but I suspect that many devs and users have their personal vision / wishlist for how Forge's UI can be streamlined. spr is currently working on these areas, and has welcomed discussion around his changes, so I'm thinking it's not a bad time to have a "big" discussion.

Hope I haven't overstepped my bounds in creating this thread, and a big thanks to spr, drdev, and all the devs for the work put into Forge!