First, I’m going to be a detractor. So far, I like the Unity GUI system, I haven’t had any problems with it, and I’m honestly not sure what all the fuss is about.
While the Unity GUI set provides basic controls only, I wrote myself a few wrappers that vastly improve the usability of those assets, with abilities including tweening location and color, and built-in tooltip support for hoverable elements (PC/Mac Only, obviously). I have further improvements planned to simplify the usage of this enhanced Unity GUI further with audio and possibly built-in execution of a remote function via the delegate types introduced in .NET 3.0.
The ‘new’ GUI may or may not remove the need for me to do this work, but I hardly feel it wasted. The only obligation Unity Tech has is to bring us the tools to do the job with, not the ‘would be nice’ features that we’re all more than intelligent enough to implement ourselves, or sell on the Asset store for those who have pursued other paths (which, makes you smarter than me, because Arts are hard!) Even then, I may attempt another project which takes my GUI assumptions and totally blows them out of the water, which means I will have to be extra-smart with whatever non-standard GUI setup I will need to implement in that exceptional project.
3rd Party Tools may or may not expand on Unity GUI, or go a totally different capability. If I need that totally different capability, there is no doubt the 3rd party tool is correct for the job; if I just need a basic way to present a player with information that is stylish and customizable, there is no reason the default Unity GUI isn’t sufficient for the job. This can be mitigated, however, if the 3rd Party tool is either easier or more difficult to work with; a worse workflow will push me back towards doing what I can with the Default GUI, while a more permissive tool will push me towards that other tool if the situation requires it. Not all situations are created equal. So far for my needs, the Default GUI is more than sufficient for what I need.
For the final question, being third party is not a problem; ease of implementation, flexibility, and suitability to the problem at hand are what make me consider or reject a tool. A game is a software package, among other things, and I need every edge I can get with building it quickly and correctly, and being able to understand what I’ve done six months after the project is done and I have to go look at it again for some reason.
EDIT: Reading the thread, I see a lot of what the OP is trying to cut through - lots of snarling about the Default GUI, but no substance to the responses on why Unity’s Default GUI sucks as much as one would be persuaded to see from all the responses. Even the argument about iDevices with 512MB of RAM is at best a half-argument, because no one appears to have even tried to obtain benchmark data between Unity Default GUI, NGUI, and any other popular options out there for this worst-case configuration, let alone more standard ones. I’d like to see this data myself; if the honestly-procured data is good enough, you could even convince me to change my stance. Being an engineer, I do love to see efficiency…