The problem it’s mostly how would be used, They stated on OW2 we would have more data or detailed data. But we don’t know for sure on what kind of format.
The game register those things but often are loaded on memory, manipulating memory during the match can be problematic because could generate a breach to data injection, which some hacks already exploits.
One game can work fine with it, other not. Really depends on how the game engine was created, in this case OW1 has some perks around it.
Having undesireable data it’s also a concern from devs. Like some stated having info on the opposite team, keep in mind that kill feed also gives you a nearly realtime state of the killer’s ultimate status and his teammates location at some extent, that already could be a info that not always it’s disclosed from your teammates with that kind of precision. Ping system would be a tool to somewhat to make more effortless to get but also keep some degree of risk.
Fetching those data after a match also could be problematic from the server side of it because several matches would be on memory instead of disposed from it while you’re fetching it.
The game itself it’s really perky. Unless they do a built in feature or just catch outside the match from your profile data, mostly could generate unnecessary traffic and burden on their systems.
It’s sad, but those tools rely on some burden on their end and fetching data that could generate issues. Unless they change entirely the concept on OW2 about their engine and how it works, we shouldn’t expect any realtime tool fetching data during the match. If they didn’t done yet on OW2, mostly will never be done because the phase for that were already over.
At least we will get some detailed data about heroes perks without needing to calculate on practice modes or rely on custom maps or fandoms for it.
Technnically wouldn’t be that hard if the game already saves the state on memory, the problem would be that most of those “states” are dynamic and override themselves. They can know object states at certain degree, the problem it’s all of those are on memory. Injecting something on memory can be problematic, risky and compromise the integrity of the application itself. One particular hack that “counters” abilities rely on that kind of info by example. While could be used for “informational stuff” and “for good purpose” the reality is that if you enable one you sadly enable another too. Only being “differentiated” from the “intention” of it’s user/creator.
It’s like the leaver’s dilemma, they can’t confirm if you done on purpose or not, so they punish both parties equally.