Not necessarily, I enjoy tinkering with things and figuring out how they work. Think of it this way, I've struggled at times to get this far, I admit that, but Mathias, Aaron, and Colen at times, have helped me when I asked for assistance. Granted they're not machines that pop out answers on demand, they are human and need sleep, food and such like every other living thing. The things they've taught me and that I've struggled to learn in coding this system will make future projects easier in the long haul. I can take the experience I gained in this system and apply it to something else later on. Easier isn't always better in my eyes. It cheapens the learning curve and makes your accomplishments less meaningful. When I get something working right in Deathwatch, I feel good about it. It's taken a long time to get progress to where it is, but consider that during the past year and a half that I've worked on this, I have also worked on projects for Lone Wolf Development as a data file author nearly the entire time, I've written a novel and been penning my own campaign setting using Pathfinder's rules as well which compiles over 20 years worth of personal notes into one tome (some of them I can barely still read what I wrote, the pages are yellowed horribly now). I've been quite the busy beaver this year. Deathwatch could have been done sooner if I had time to work on it exclusively, but having a job and other obligations makes that difficult.
And lets be honest, we're not talking about entering data, like skills, or spells, or feats, I am talking about just being able to set up the basics, just ike the Editors does now, but a little more expanded, so you could change texts fields, add a skill, add an ability (feat), add armor, add weapon, things like that. Then we could jump to the editor and add all the information in.
Adding skills, abilities, talents, traits, etc. doesn't take me as long as some people might think it does, chiefweasel. My typing speed is well above 120 words per minute. I can copy text from books into the editor rather quickly. However, my last couple weeks of work has been BUILDING the actual Editor for Deathwatch (which will likely be renamed 40K Roleplay sometime in the future). The Editor from the skeleton file has been difficult to build, but I've figured out most of it. I'd like more examples in the kit wiki for reference purposes, as I feel the 4e and Savage Worlds editor file is insufficient to learn everything I need, but I have Mathias here answering many of my questions as they arise. I'm still hacking apart the Deathwatch thread for unanswered questions as well.
Better examples of code in the kit wiki would more than make up for some issues, but one thing I've learned about hero lab is that even the compiler itself isn't 100% finished. There are still areas that our favorite team of code monkeys have to add to. I appreciate that they take time to answer questions, but I don't see a drag and drop solution as simpler. More examples of code to study is always useful, much in the way example problems in physics and mathematics help a student learn a concept that can be applied to more complicated problems. I just don't see a copy/paste solution as you'd like as a feasible solution, as you'd introduce so many errors into your data that you'd get overwhelmed trying to fix them (I'm speaking from experience too, I copied many 4e files into deathwatch to "re-purpose" them and it literally did not go well. It was honestly easier to start the data from scratch and build what I needed as I went along. There were less errors and issues that arose. As I stated before, it's easier to build a section of code, fix the issues that crop up immediately when reloading the compiler and then building more as you go. Now that I know what I'm doing with the construction process it is easier than I expected, but I had to learn to do it the hard way first.
You can't expect to teach someone to solve a quadratic polynomial with the quadratic formula if you don't teach them the formula and how to derive it.