Alright, so I use the cgaz hud in Defrag. Always have, always will.
But Arcaon, our Lord and Savior, you've played this game for six years now - haven't you learned where to aim to accelerate?It seems like I have. As a spontaneous test, I once tried playing without the cgaz hud for an hour, on a typical downhill angle-finding strafewhore map with a few turns. The result? I improved my record within minutes, and had positive checkpoints a better portion of the time. I also had to restart my run an unusually high amount of times, because I had missed the good strafe angle by a pixel or two, and therefore had gained 0 ups instead of 100.
The issue here is thus not about lacking strafe skills, but about consistency. It's about safety, that your normal performance will give you roughly the expected results. It minimizes the dice-throwing aspect of strafing. Not only that, this strafe helper is not as much of a helper as you might think.
Here is an interesting fact that you might not be aware of if you are not a high-ranking player. It took me at least 1.5 years to figure out, and the fact that I've previously in this post used the word "angle-finding" demonstrates that I haven't mastered it. The "optimal" strafe angle is not optimal at all. The conventional conception that the closer you are to the lime green line, the faster you accelerate, is useful, but not truthful. The only thing that teal-colored graphical area on your screen tells you is that you won't 
lose speed by keeping your crosshair inside it.
Let me explain. The bigger the difference between the direction in which the player is going, and the direction in which the player 
intends to go, the less he accelerates from strafejumping. He can prevent this by either using the +forward key to adjust the player's direction (you'll see me doing quick +forward jerks sometimes), or by aiming closer to the "bad end" of the acceleration area to speed up the direction adjustment, or more likely some combination of both. If a great player strafes around a 90 degree corner, he will likely be aiming closer to the middle of the cgaz acceleration area.
Now that I've told you all that, let's rewind a few paragraphs. When I talked about me missing the optimal angle and having to restart a run, I didn't refer to missing the acceleration area completely. I was talking about missing the optimal angle 
within the acceleration area, because I had nothing to visually relate to. I could accidentally be right inside the lime green line and get a disappointingly bad acceleration because I needed to aim intentionally "bad" to adjust for the direction mismatch. So as you can imagine, some players who have used the cgaz hud for many years might not be competing for top ranks because they fail to account for things like these.
Alright Arcaon, it does make some sense what you're saying, but it definitely doesn't warrant some incomprehensible script kiddie techno-HUD that confused players are going to have to learn, so we're probably better off without it!
Fuck, my plan is foiled. You win.
. . .
Actually, one pixel is all I need. In theory. As long as I can learn over time that I gain the most speed by staying 1 centimeter away from the non-acceleration area when doing a 90 degree turn at 1200 ups, strafing will start to make intuitive sense. Otherwise, it's just an abstract gut feeling that can unpredictably make or break your speed, that you will 
never overcome even as you gain more skill. Of course, a single pixel will be hard to see a lot of the time, but the principle remains - a small circle, a short line, a miniscule extra crosshair or whatever would be the least visually intrusive would do. It's hard to get less cluttered than that, and it's a drop in the sea of everything else that could reasonably be going on on the screen.
Send postcards,
ArcaonEDIT: I forgot one point that I had intended to write from the start. I guess it comes down to what skills you value in the game. I value innovation/routefinding, mastering existing techniques, mouse control and eye-hand coordination. I don't value "feeling" world coordinate angles highly enough to warrant doubling the amount of imperfections per five seconds (and thus increasing the frustration for players like me).