Yes, quite so. The main thing that we would lose in the new system, possibly, is the ability to do scrolling textareas. Though, actually, now that I think about it we can handle that now, too.
I also want to convert a bunch of stuff on the AIW front to using sprite dictionaries and some of the other newer pipeline stuff that I came up with for AVWW.
The tricky thing is, this is probably several weeks' worth of work at best, and maybe a month at worst. During which time I'd not be able to do any AIW releases, because the codebase would be so incredibly messed up for a while. I could be wrong, it might turn out to go faster than that, but that's the only thing that gives me hesitance. AVWW has more graphics load than AIW does, and so to some extent I almost wonder if the AIW GUI is "good enough" and I should instead be focused on just getting straight to the actual gameplay for AIW.
It would suck to say "okay, now we're working on AIW heavily again, see you in a month when the visuals are slightly different but generally work the same!" So maybe there's some sort of middle ground there that I can reach, I don't know. It's certainly attractive to have all the games on the same codebase when it comes to graphical stuff, not that I plan to backport this to Tidalis (which is doing just fine without it).
There's also some new Unity GUI waiting in the wings at some point coming up "soon," so I've kind of been wondering what will happen with that.