Auto-translated
Keep in mind that I don't play online myself (I tried it once many years ago with a friend over a modem, but we never finished the game... it was just too slow...). Therefore, I'm not aware of some of the nuances of online play.
I created the one-way army transfer buttons for one purpose: to transfer a city's weekly growth to the main hero (whose army is, accordingly, larger than or equal to the weekly growth). This task clearly cannot be solved by mutual exchange, and in the original game, it requires up to 14 precise clicks and 14 mouse movements, which is tedious.
Of course, if the game is decided in 3 weeks, and the main striking force consists of wyverns, angels, and a couple of the fastest creatures from the city, then perhaps the general transfer buttons are indeed useless.
But what would you say if these transfer buttons left behind the 1 fastest creature from levels 1-4? Would they be useless in that case?
Computers can teach champions to beat chess players; surely, it's possible to create a smart creature transfer system.
You can use several algorithms simultaneously, for example, by clicking on the button – the one described above, by Ctrl-clicking – leave the weakest, by Shift-clicking – something else.
Regarding the quick buttons, I understand everything; I'll make F10, F11, and + as I see fit (nothing prevents me from assigning several different hotkeys to one action).
Usually, in my mod, all significant changes are optional, so there's no need to be too afraid of the new interface. But I won't change the exchange manager; I generally agree with the arguments against it.