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Critique of RTS gui design

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I need people to critique my gui design for a RTS. The game separates the unit building part from the RTS combat part. Right now, I only ask you to critique my combat GUI. The combat part doesn't have any construction mechanics so the GUI is quite simple. I feel like it could be better organized. If you could point me what could be improved, that would be helpful. The first picture shows what it should look like in the game. The second picture shows detailed information on what each component of the GUI represents. Credit: the art comes from https://opengameart.org/content/real-time-strategy-gui-hud-elements-unknown-horizons

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