I am sorry, I think i already missed to read some text.
I think you touched on the main points that needed addressing. Unfortunately, I think we disagree about most things. This may not work out very well.
* I dont see the point of changing the shoot task with that. I mean spliting user action 1) select the fire mode and 2) shot something. We can talk about that only point in a separate thead cause it evilly affect the GUI result.
Well, firing and selecting a fire mode are not the same thing. I don't want to have to re-select a fire mode every time I shoot. The only reason I can see to force the extra click is to prevent players from accidentally using the wrong firing mode, but it's not a sufficient reason for me.
* This current fire mode do not easily help to select a fire mode (you must select one by one everything to compare), especialy the TU (which is, i think, the more important)
I could definitely see the benefit of adding TU to the end of the name of the fire mode, so that all fire modes had TUs visable for comparison.
* I dont see a bar (like that) for bullets as an improvment (2 bullet instead of 3 is an important information, anyway the weapon can contain 200 bullets or not; or 100/200 is not the same as 1/2).
Hmm, maybe tomorrow I will try and work out a compromise. Is it possible to have a vertical bar that also has a number written on top of it? I want the bars primarily for the ability to quickly scan. Not every activity involves adding up all the numbers, especially reloading, and while some math will always be involved in tight situations, I think the play experience will be smoother if it's not forced on every action. The number 10 could mean I'm almost out of bullets or it could mean I'm fully loaded. It depends on the ammo, and usually corresponds to the types of fire modes available (only weapons that use lots of bullets at once will have ammo that holds 200 bullets). So I still think the bar is a more immediate measurement of the state of my ammo supply, even if the actual number will become important as it gets close to running out.
* I dont see this TU bar position as an help for the "understandability" (IMO TU have nothing to do near the weapon). Maybe it is the same for the inventory button.
But with the fire mode you suggested that TU was the most important thing. I guess I would want to know first and foremost how the TU of a given firing mode compares to my available TU. But I see no reason to labor over this. If it's not desired it can easily be discarded. The inventory button: where could it possibly be more useful than next to the "hands", where most of the inventory shuffling will occur (drop weapon, hold med-kit/grenade)?
* About right click use, i would like we continue to use it as an option (i mean it can be a shortcut for something, but we should anyway allow to do the same action with another way and without right click use).
I can definitely, fully agree with you on this point!