If you’d like to take a stab at reinventing the wheel, by all means. It’s a product of the complicated nature that is involved in actually starting a game instance of Minecraft with SpongeVanilla/Forge. Does your plugin need to depend on the implementation? If so, well, does your plugin then need to also add AccessTransformers? What about plugin provided mixins? What if your plugin is a forge mod? What about other plugin dependencies? What about mods that have their own set of coremod modifications? How do you get all of that started up?
It gets complicated very quickly to the point where a “one button start” is about as useful if only for plugins that have no dependency complexity involved whatsoever. In this case, SpongeStart should work for what it’s supposed to do, if it isn’t, well, submit a ticket?
I can honestly say after trying to rewire SpongeGradle and updating it for 1.14+, it’s very difficult to get Gradle to communicate well enough to be able to have a “one click start”.
I get the frustrations, it’s no joke how many times I’ve restarted workspaces in the past simply because I didn’t understand how Gradle worked, or how the IDE works in the background. I can honestly say that none of it is easy. It’s a circumstance that I wish we could put some developer time to, but priorities at the moment are driven by the availability of our team’s time. Just remember, the entire team volunteers their time, and we have to make the best with that time.