Unfortunately the detailed breakdown of the draw calls in uGUI is not likely to be there in 1.0 simply because all the batching is done on the C++ side, and as you can probably guess it's a relative black box from the C# side...
That said though, uGUI is more intelligent about how it does batching. Joachim (who wrote the batching logic for it) made sure that it actually checks to see if the widgets actually occlude each other before splitting up the draw call logic. In NGUI's case I simply split it up as soon as I detect a different material. So there are fewer reasons to analyze the uGUI's draw call hierarchy as it should theoretically do the thinking for you.
By the way, one of the reasons I did NGUI 3.0 is because I've been putting off work on NGUI almost entirely for the past ~4-5 months as I was focusing on uGUI, and I was growing quite weary of explaining the same Z vs Depth difference for the upteenth time.
This past weekend I was actually blocked by certain bugs on the uGUI side so I got frustrated and turned back to NGUI. One thing led to another, and I ended up coding like mad for a few days, working out my frustrations by fixing everything I could in NGUI. That's how NGUI 3.0 came to be. I am quite happy with it now... it's basically the system I personally wanted to have all along. uGUI is still better, of course (faster, more efficient, more powerful, and its delegate system is better to boot -- Tim Cooper's work btw) -- but the gap as been narrowed significantly.
But the best part is, NGUI is now much closer to how uGUI works, so going from NGUI 3.0 to uGUI is going to be quite simple -- which was the
number one question I got at the last month's Unite conference.
Although, one thing I do find NGUI preferable to uGUI right now are the sexier looking class editors (inspectors). I can't do that in uGUI because it goes against Unity's inspector conventions. With NGUI I have the freedom to do whatever I want, and not be constrained by those silly "conventions".

P.S. And yes ButtonMessage and EventListener classes are still there if you want to use them -- though now there are less reasons to do so.