All that does is demonstrate you don't know how to prioritise information and resize windows. The only reason any of that is off screen is because you insist on leaving the variable definitions window open (which admittedly is quite a large window, but it isn't necessary to have this open all the time). You're meant to define default variables when you setup the object, of course you can just do it the 1.4 way and define them in a create event. I also reject the idea you need the parent window open either, but here is a more sensible view anyway:
You can literally have three objects open in individual tabs if you're scared of panning. I'm still not hearing why panning is a bad thing. I kind of resent having to post the above image because the fun of GMS2 is being able to have lots of information open and pan around, so the insistence on seeing everything at once is missing the point.
There is a learning curve involved in understanding the biggest UI revamp GameMaker has ever had. To the untrained eye, one could be forgiven for thinking it was an entirely separate game engine. I've been here long enough to know that GameMaker users seem to viciously defend the status quo, and I suspect it's for the sake of familiarity. Who wants to have to learn the quirks of a new engine when they are mid-way through a game project?
I don't have much to say about Gradius' post because I don't share his concerns. You are both trying to convince everyone that the flexibility of the new IDE is a bad thing because you don't want to have to set it up or freely navigate it, and you seem to find it too hard unless everything is neatly snapped together or ordered in windows. I've never been in an argument where I've had to defend the competence of the opposition before... mental.