No skill - nothing is visible; basic - only the layout for banks/towns/heroes (for heroes, only regarding the set and two-cell nature of both heroes' troops and without the landscape itself); advanced - with terrain in all field battles; hypothetically, at expert level, you could attach perks like auto-calculation of walking distance, mob placement, and the presence of GS - but that would already go far beyond the scope of my program - other algorithms would be needed, such as calculating GS on a cell and calculating the division of mobs into squads considering the ratio of army strengths.
I should note that I don't consider such a thing to be game-breaking - because it would be a reasonable price for 1 skill point for the Pope - it's also a strategic element, especially if you further tie max distance to the hero's level - then, for example, you could pump up some dummy a couple of levels, raise their Eagle Eye, and carry them with the Pope for scouting complex battles.
As for the subject - I think it's quite reasonable; an approach like a competitive sport requires tools for improvement. Whoever doesn't want to use it has chosen so themselves, or let their vast experience in assessing neutrals grow.
Regarding how they did it - Sav is a programmer on the HotA team - he was working on exactly this in the debugger - to build in compatibility with the HotA mod, and decided to release the findings as a program along the way.