This is something I've also wished for. I think there might be a delicate balance to strike between the interface providing critical information, and it being something that players have to get good at reading off the map itself. Like, I'd love to see the starting resource count panel (or have it available) during the game, but also to see a breakdown of low/medium/high, AND who's claimed them. It'd help with underground nuke targeting, for in addition to giving me a one-glance tool for guessing what resources are going to be in short supply.
But I can also figure that out by scouring the map manually to count things up.
Which is a long-winded way of saying that I support this idea, and support going beyond it even, providing even more interface support for surfacing important game-state information, but at some point you get to a situation where you have to figure out the line between player skill and interface support. Rob Pardo makes a really interesting point about this as it comes to raid design in World of Warcraft given that that game permits user-written interface mods (shout-outs to Designer Notes podcast!).