I get what you're saying about the bypass actions for the different blocks in a group getting out of sync. The same thing could happen with channel actions.
Configuring a switch to perform an action on a group doesn't change the action, just the target(s) of whatever action the switch is configured to do. That's why i think this would be fairly easy to implement - there isn't really anything new here.
As it stands, the bypass action is inherently a toggle, starting from the current state of the block. Recall a preset with drive 1 off, and a bypass switch will turn it on, recall one with drive 1 on, and the same switch will turn it off, with no configuration changes. It's a simple toggle.
If the same switch controls a group containing multiple blocks, as proposed it would just toggle each of them from their current state. Still simple, but can't be made to always turn drive 1 and delay 1 both on, unless they both start turned off.
What it seems like you're asking for is that the group itself have a state, and that's what pressing a switch assigned to a bypass group toggles, not actual blocks. You'd also have to be able to set each block in the group to follow that state or its inverse, ie turn some off and some on, or purely toggle from its current state..
There are other complications too.
- The Axe would have to track the state of the 15 bypass groups
- What state does the group start in?
- Does that have any effect on the blocks in the group?
- Does it revert to that state when you load a preset? A scene?
- He does this work for channel groups? Channel switch actions can already be configured go to a specific channel, regardless of the block's current channel, but that's only really useful if you have multiple switches, each going to different channels.
Anyway, all of that seems way more complicated than the original proposal, more of a change, and harder to implement, to configure, and to operate in the heat of battle. If it was up to me, I'd vote for the original idea instead.