Regarding the future of MinUI/gUF:
You may have spotted a lack of updates being pushed to RiftUI of late. I have spent many hours working on the new version of MinUI, but I will no longer be doing so. Issues in my personal life require that my priorities shift away from hardcore gaming. As such, I will no longer be playing Rift and as a result will no longer be actively developing MinUI (Which I have also realised was the only reason I was playing Rift, as I found myself not really enjoying the game but only the challenges of writing a UI AddOn).
The latest code is on the MinUI GitHub site and I encourage anyone who knows lua to take the code base and finish it off. The base addons for castbars, buffs and unit frames are all complete, as is the basis for writing a GUI Based options configuration. The new code is fairly well commented, object oriented and modular.
Buff and Animation update thresholds
Max buff/debuff options
Pet Frame should now function like a champ. Edit: But it does not :( More fixes incoming, soon.
Buff Icon Layout added
Scale option added
Short health display added
Bar textures options added
Auras on buff bars added
Switched to LibUnitChange for target switching
In combat notification added
Background Color config added
Role icons added
Level text difficulty colour fixed maybe
Fixed player text bar not updating
Fixed health percentage being off by 1%
Fixed player targets castbar being wrong
Temporarily disabled the mouseover functionality - secure mode just stuffs everything up!
Fixed the frames not disappearing out of combat. They will still remain in combat (even if you untarget something), due to trion's secure mode restrictions not allowing addons to hide frames during combat.
Fixed bugs with percentage text (it being pinned to the wrong spot)
Bars have background colour now
Fixed bug with planar charge values not being displayed for users upgrading from older versions.
Added short text values for health/mana over 10k
Added percentage health/mana values back in (on right side of bar)
Started working in functionality for Mouse Interaction. Now you can use "cast @mouseover spellName" and it will work with MinUI (This is all that Trion has allowed so far). However, as a trade off to enable this functionality Trion does not allow addons to hide frames with interaction enabled (to stop automation basically). As a result, the frames are "always there" meaning that if you right click or left click to turn the camera where the frames are (even if they are "hidden") the frame will capture the input. I've left the frames barely showing when disabled to try and help users not click on them by accident.