Speaking from the experience of using the program, more than one field per character during an action only complicates things for the GM. So far I've tried to keep the players up to date with what the system does and what it doesn't.
Here is another screenshot, explained below:
The second character has a number between parenthesis that is lower than the first. This is because at the time of executing the maneuver, he has suffered a -10 from a critical. This is already considered in the maneuver result listed.
The total bonus also includes level, ranks, items, etc.
If the character has, for some reason, a modifier that is not considered, I'd rather have the player do the math and I'd just input one number per character.
As regards moving vs static maneuvers, the XML configuration files state the resolution type for each skill. This allows not only to choose the correct table, but also to avoid listing offensive bonuses on this window, and listing only offensive bonuses on the attack window.