After playing 10+ games (BGA only), I'd tend to echo the above and a few more. To summarize:
1) As noted, don't shift the 6 "open" draw cards. Why do so?
2) As noted, show the helpers. The Cartwright in particular is easy to forget/hard to remember.
3) The top VP chit in the stack does show the value. But having the number on top and the remaining chits in the stack, when you hover over the stack, would be helpful.
4) Show what VP chits the other players have, and also show who has who has which. This isn't secret knowledge, is it?
5) Show the scores. It's very difficult to tell if you're close or far away from the other players, score-wise, until the end-game scoring
6) Show the current/cumulative scores, with chits and everything. BGA is very back-and-forth on this. Some games show scores, some games show current scores but don't take into account end-game "surprises". By "cumulative", I mean factor in point loss due to existing houses, too. I
hate being told i've got 20 points, then discovering I've only got 10 because I've got 10 houses still not played.
7) Show when folks are on the last turn. Yeah, it appears in the far right column for summary of play. But that's it. I'm often surprised by the game just... ending, when I was first player (A) and the last player (C) completed their 7th carriage. Bad enough that I didn't get another turn: much worse that I wasn't notified B or C had completed their final turns. In a three-player ABC game, that is.
There are lots of good things about how BGA has coded T&T. Flashing the cities when you hover over a city card, and showing the existing routes by player/color, are both nice. One opponent complained it was too much information, but IMO it just summarizes what people can already see.