HP bars, well this makes the game really easy, i mean come on, i can adjust my strategy based on the creatures remaining hp. Healers have it too easy because they know we can take a few more hits before they have to cure.

MP bars, you should simply keep count of your spells

Gear, this is a no brainer, way to much info, why should we know it makes our evasion this exact amount better, or that it will improve our gathering skills


I'm being sarcastic of course, but the point i'm trying to make is that this is simply a little more information, and doesn't make lazy players into better players.
There can only be so many visual cues as to monster hate, this is a simple way to improve this limitation.
Also the amount of enmity fluxuates constantly durring a battle, this allows us to better guage it and not have to simply go oh, i should hold back for a second, as you may find battles where this idea of thought simply won't work.
For example if a squishy damage dealer pulls hate and gets one shotted by a tp move that could have completely been avoided.
Or the pug that is used to holding back because gladiators regularly have trouble hold hate off them. (this happens to me regularly with regular attacks with out of sight and gladiators with intimidation and the best gear in the game)

Now it's true they are reworking the enmity system and it may make management easier and less unpredictable but for now this sounds like a solid feature, and one to be used strategically.