I'll add my vote to having percentages for the new anchor system. It's one of the reasons I'm still using the old UIAnchor and UIStretch.
Also that "keep ratio" thing that UIStretch does. To make an analogy, it's like in a typical image browser. You can:
1. auto-fit the image's width to the window (which may cut off top & bottom parts of the image)
2. auto-fit the image's height to the window (which may cut off left & right parts of the image)
3. auto-fit the image's width & height to the window, ensuring all of it is shown in the window <-- it's this behaviour that I can't seem to create with the new anchor system, but I can, using UIStretch.
Last reason, UIAnchor and UIStretch allows me to anchor and/or stretch multiple sprites at once.
For example, a row of buttons, I parent them all to an empty game object. That empty has a UITable or UIGrid so all the buttons inside it are arranged nicely, then I use UIAnchor to snap them all to the right edge of the screen.
Perhaps if we had a new class that can contain sprites inside it? It would be just like a sprite; it has width and height, it uses the new anchor system, but it doesn't render anything. It would only be for layouting. "UIContainer" perhaps? Right now, I do this by having a sprite whose alpha is set to 0, but that's rather awkward.
Also it seems UIButtonOffset doesn't take into account when the screen/window size changes. When the screen size changes, it still tries to tween to the old position.
Also minor suggestion: in the new anchor system, when using advanced, how about a button to clear a sprite's anchor per direction? right now when I want to clear it, I have to click on the circle so the selection window comes up, scroll all the way to the top so I can choose "None".
EDIT: btw, please tell me if any of what I describe is not the recommended way of doing things.