@Axel Castilla: In effect, you want the computer to tell you that a positive or zero margin of success is a success, and that a negative one is a failure.
No offence meant, but when you play at a real table you get by with having to add the numbers on the dice up by yourself, and telling which number is bigger than the other by yourself, and even doing a simple small-integer subtraction by yourself. Getting the computer to do it for you would be a bit frivolous.
No worries, you can disagree by showing your reasons, and I see your point. But my point of view is different: keep in mind that Roll20 is not a real table, but a virtual one. When I play at a real table I can touch and see the dice, which, like miniatures, are qualitative elements in themselves (not just numbers of the die roll result in a line displayed in a screen), and communication with my players is immediate. Agreed, you can get a good enough level of communication via webcam. However there are people gamemastering and roleplaying here only via text chat, or almost (this is my case), and a descriptive text along with some dice roll results is always very helpful, saving people to type "it's a success" or "it is not". It also minimizes confusion and helps people to keep themselves focused by showing a descriptive, clear result instead just a number --more or less open to interpretations. This is important as well because unlike the case of a real table, roleplaying via Roll20 allows a lot of distractions in the houses of each player that the GM is completely unable to know or to address effectively: boyfriend, girlfriend, kids, mom, phone, TV, web-browsing, whatever. If a sober, minimum descriptive text contributes to keep track of the action, that is a little but worthy feature that betrays nothing . I've played with many virtual tabletops and all of them implemented this functionality because these and other reasons, from OpenRPG to Fantasy Grounds 2 including MapTool, iTabletop 2, etc., and I don't see why Roll20 should fall behind other virtual tabletops here.
Also remember, to be able to use macro commands doesn't force you to use them. If your actual concern is "your request is going to take time from the developers that is best to use for other features" , well, it's my request and I'm sharing why I think it's a valid one.
Bottom line: what I'm saying is that being able to add a descriptive and useful text along with some roll results helps to compensate the deficiencies in qualitative elements and communication for a virtual tabletop, having as result a better focus for the participants, a less tedious communication and a bit of sober flavour in comparison with mere numbers. This feeling is hard to describe accurately. But is easy to state that I will not need to say/write to my players (or vice versa): "yes, you succeeded", etc., with each dice roll, which can be a tedious thing --unknown at a real table--, and the descriptive text adds another qualitative element (words, phrase) in a medium in which quantitative ones are majority (just numbers).
On the other hand, there are at least hundreds of different dice mechanics used in different games. If they all get coded into Roll20 the controls are going to become so arcane and complicated that people won't be able to play without reading the manual first. And a lot of players are going to find that off-putting, even forbidding. I would prefer that the developers kept the interface as simple and obvious as possible, even if that comes at the cost of Roll20 not doing anything for me that I have to do myself at a real table.
I don't see why you mention hundreds of different dice mechanics, and you already know that "the real table argument" isn't convincing to me for the already stated reasons. But despite these things, I see your point: it has been raised during the development of all the virtual tabletops in which I did participate: in any case I didn't ask to code all different dice mechanics of all existing games (?), but the inclusion of a few additional macro commands for allowing more versatility regarding dice roll results. Note that I'm not a programmer, and I dislike too much complexity as well: I like quick, intuitive interfaces and user-friendly use. At the same time, this thread isn't the first one that includes requests for macro commands to suit better the needs of a particular RPG system. And even if such commands would allow to make "arcane, complicated macros" (like you could think, maybe, of MapTool) --and that is not my intention, though--, nobody would be forced to use them.