Guys, in all fairness the previous FMB wasn't exactly user friendly either. First time i tried it ages ago i tried to place a flight on an airport and couldn't, i found the need to manually deselect each object confusing (i would just open the object browser, select something and voila, my carefully crafted flight plan for my 190s would turn into a static gun on the field

) and so on.
Between the control-clicking, deselecting each object manually and having to use undocumented keyboard shortcuts to orient the objects on the map, i just stopped using it until a few months ago that i made my first coop, and that was thanks to the community resource site i linked before.
It's just that people have gotten used to it and all its quirks after all these years and they have some trouble getting used to the new quirks of the new FMB because it upsets long-established habits.
As to why scripting is there, it's very simple: even when we get a point-and-click graphical front-end for the most common functions and triggers, a graphical interface can only account for so much functions, usually the most commonly used ones.
I'd rather have the possibility of someone knowledgeable creating some code for more complex features, than not having it at all because i wouldn't be able to use it. It's like saying "if i can't do it, nobody should" and it feels like resisting progress a bit to me.
Sure, we need documentation and a simpler point-and-click interface for certain things, no denying that.
However, nobody in their right mind can expect that to match what the same programmer who codes the front-end could come up with in a custom-coded script. It's just the way things are, we can't all be good at everything, i'm just glad that the avenue is there for those who are to create some content for the rest of us.