This is where I'm at on (most -- but not all) Unity tools since Mecanim. It seems like Unity's tool development process isn't much different than Nintendo's sometimes. That is: Develop in a vacuum, (with all external input being empty data points on someone's personal Excel spreadsheet), expect naysayers to eventually come around at some theoretical point in the future (our late 2000's track-record is spotless -- we noe what u want), put important features in a "maybe" category for potential release of version 2.0, (because we got no funds/budget/time available to deliver what you want -- what we wanted to deliver was always our first priority.) This is fine for certain cases -- but not all tools can be approached in this "visionary" (read: aloof / artsy) way. Great for investors (at first) -- but terrible for business (in the end.) Why? Timeline signals, for example, definitely have a "kinda cool" use-case as they are -- but the limited scope of their use (after waiting so long for them) turns out to be quite disappointing to some. As users, some of us tend to feel a little betrayed a little too often by Unity thanks to this approach. Like Nintendo, Unity seems to focus on chasing down "new" approaches and ideas, leading them to neglecting their simpler "bread-and-butter" empathy and technical knowhow that originally won their fans over to begin with.