Multi-atom sync doesn't work yet. But yes, the UI was revamped so that things fit more properly and also tabs can be added, such as the Roles tab. The roles concept is quite nice, because you can, say, make a Shakespeare's play animation, and then load a new scene, add characters and assign roles, and the animation will still work.
If you can fix triggers, that's amazing. Keep in mind that you need the switch state trigger to specify animation and layer somehow. In the end, I think the "switch layer" trigger should definitely be removed, the "switch animation" might be removed and the "switch state" trigger should have more information. I am facing a similar problem right now with multi-character syncs, and I think I'll introduce state ids. If the ids are unique, then states can be identified more properly, without changing when name changes and without having to specify animation and layer. However, for triggers, the interface for using ids would be poor.
I am thinking about the best solution, and it seems that both issues would be resolved by a sort of "messages" system. There could be a "messages" tab, and, when the plugin instance receives a message, there is a bunch of options about what it is going to do with it. This seems actually quite a good idea because, albeit adding a new tab, the animations would then become untangled, with the plugin instance being entirely responsible for the evolution of the corresponding person atom's animation. In other words, without a messaging system, if you want to change the animation logic of a single person in a multi-character animation, you have to go through multiple atoms, because all of them affect that particular person through "switch state" triggers and syncs. With messaging, the other atoms AND triggers would only have a message string, and then the plugin instance on a particular character has all the configuration about what happens when that message is received. It exposes an interface.
Well, I'm thinking as I write and this solution seems to be the solution I was looking for. With this, character syncs and triggers will work through the same system (the messaging system), and this will remove a lot of the technical, conceptual and user interface issues faced by syncs and triggers. So you should probably wait for the next commits, where I'll put this system in place.