IMO, this 'initial' stuff is getting too complicated.
Exactly that stat, or the overall amount of stats?
(initial) is the simplest number of them all, because it's a constant.
If you don't like the amount of information on the screen with 4 numbers, it's possible to move the constants from permanent display to the yet-nonexisting hotkey lookup sheet. I deem them too important for that.
Displaying only (out), (in) is minimalism, not simplification -- unless you perfectly remember (initial) and (required) each time. I've already described why the program should not make you remember those. Minimalism is removing everything unnecessary, and then
remove some of the necessary, such that it hurts.
I agree with how "TIME" is redundant.
L1 displays the slowest-possible release rate all the time, on the minus button. That's less important than the very target of the game. So L1 oversimplifies in some areas, and is verbose in others.
With a death counter, that makes it real easy to see if you're still okay or if the level's cooked already.
In terms of a simple "do I have enough lemmings left or not", there's already a feature for that - "Lemming count blink" is what you're looking for.
The death/maxdeath counter is useful during planning. The blink is not. Secondarily, you can check exactly by how many lems a solution attempt has come short.
The blink doesn't hurt either, and can well stay in. At that point, distracting from play by blinking is perfectly OK.
I sympathize with Clam's feelings about the positive goal.
ccx is also right on how the exact implementation is not important.
Anyway, let's see what the GUI rewrite will bring.
-- Simon