Thanks...yeah, part of the problems that arise with a lot of builds is that there's no real order to the layouts. And because of that, you see a lot of weird/inappropriate/downright wrong choices creeping in...or at least, that factor plays a huge part in that happening. Fact is, though, that when the early synth companies all landed on a similar left-to-right signal flow for their post-modular instruments, there wasn't an accident there. In the West, we typically look at processes as moving left-to-right, and that's how I try to make things function in the builds I work on.
Much of the problem also seems to come from users who've gotten their initial synth experience on software synths. When these are properly designed (or a replication of a proper design, like what Arturia does), they're great. But way too many software synth designers create things that, if their interfaces were implemented in the real world, would be a total bitch-and-a-half to use. And these are the things that some of these users on MG use as their design basis...and that's a big mistake. We don't interface and interact with hardware in the same ways as we do with software. And yes, everything on MG is "software"...but the objective is to create HARDWARE in the end, which contributes a bit to that design disconnect as well.