Seeing professionals mis rally one too many or one too few probes adds drama and intrigue to the game from a spectator pov.
Furthermore, being able to box workers on the mineral line and count them is part of improving your mechanics. In my opinion, it doesnt change much but I would prefer if it wasn't there.
Not only is it cluttering the User Interface, but it is something that doesn't need to be there. We aren't improving an a clunky interface with this change. We are instead making it so that people can not mismanage their economy from a resource collection perspective.
Part of what makes Starcraft Starcraft, is the way in which you need to balance an economy and an army. The fact you need to put effort into managing an economy properly and splitting your attention between army and economy effectively.
In SC2, MBS updated an old interface and improved on coding for a modern game.
In HotS the change that is worker saturation showing is not improving on coding or interface. It is simply making it easier.
I understand it can be helpful and useful for newer players but to have it in ranked ladder is somewhat of a mistake. Practice games, unranked, and non-competitive ladder I can see this small. help new player interface add on as useful. However, to maintain it in competitive play is a poor decision.
Games are decided on making a small mistake of one too many or too few workers on gas. Even at the professional level, for thin thin timings. I like this fact. Like I said before, it adds drama and it makes the game less forgiving at the higher levels. While seeing the worker counts does not make macro or making workers easier, it makes mistakes less likely and near impossible.
I don't want to sound like I am complaining because it makes the game "easy". But it unnecessarily changes a mechanic behind macro (attention to detail) that changes the way the game is spectated and decided. Sometimes, mistakes should be punished. Sometimes, these simple mistakes should not be prevented through hand holding (showing worker counts).
While the game should be made more accessible to retain new players, this change doesn't achieve that goal without also impacting moreso than one might initially think, higher levels of play. This kind of change should be used as a means to teach players about optimal saturation and the concept of economy management. It should not be a constant reminder.
Allow worker saturation in unranked, allow it vs bots, perhaps custom maps as well so that individuals can learn and practice. Other games such as DotA2 which I have recently started playing provide tips and information in some places to teach the game, and disallow this information in the main client during more competitive play. I think the SC2 team can learn from this.
Now, before people start to say "hey, why allow it in customs if it affects high level play?", keep in mind tournaments can have rules disallowing the use of saturation display.
I don't mind specifically if it stays or goes, I understand the reason it is there. However, seeing a pro player mistakenly place 4 probes in gas, and a strong 4 gate is coming (in PvP) the pro with 4 probes in gas could lose thanks to a thin thin timing. The drama is exciting, I like it. It seperates those who pay close attention from those who don't. Mistakes suck and this removes mistakes. That is fine, but it stops rewarding attention to detail which I feel is a key part of starcraft.