This is actually a good idea.. I hate being handed things that could obviously be skills and traits..Ya, I think an overall problem with this "give you all the info" abilities is they could have gone about it in a better way. Like with the icon that tells you the monster level, they could've made a trait called "perception" that you could earn with Guild Marks, having to buy each rank until you have the Perception 5 which would tell you a mobs level from 1-50..
For Enmity control they could've had an ability called "Hostility" which would allow you to see each members enmity towards a specific mob. Upon targeting the mob in question depending on your perception level you would be able to get a read on the mobs Hostility towards your party.
Basically if your perception is low you would get a simple red/yellow/green read. If you had average perception you would get red/bright yellow/yellow/ dim yellow/ green and if you had high perception you would have bright red/red/bright yellow/yello/dim yellow/green dim green. So basically
Grade 1=100%-50%-25%
Grade 2=100%-75%-60%-45%-25%
Grade 3=100%-90%-80%-70%-50%-35%-20%-10%
So basically low perception you would get red from 51-100%, with average red would be from 76-100% and with high perception red would be from 81-90% and bright red would be 91-100%. At least then you can strategize when you would need such abilities, to me adding this enmity checker as a mandatory ability just seems to oversimplify the concept of watching your hate. While I may agree with how "stamina" worked it may have been necessary but since they are opting to change to an auto-battle concept I would think something like this wouldn't be needed anymore since the battle flow should have more control.
I just wish when they were conceptualizing these ideas they would think of how they could integrate it into the ability system and make them more like traits you could earn rather then giving us a free skill.