As someone who is constantly pushing the automation/no-automation line, I'll give you my experience @Ganymede - though you didn't ask for it.
RFK was probably the most ridiculous example of automation I can point to. I would wager that it could stand up to Firan by the shear amount of automation it contained. There was automation that people never saw. There was automation that other staff never saw. There was automation being done on a google calendar to place territory crisis in their dates and send notifications to staffers. RFK was a clusterfuck to code for, but interacting with RFK was made as easy as possible since pretty much everything was automatic.
On the other hand, RFK was a clusterfuck. It didn't toe the line between automation and staff interaction, it obliterated it and put a sign over the grave. This was a point of contention. Either you really liked this feature or you took one step on the game, found that even the guest character was assaulted with a myriad of automated systems and ran the fuck away.
This is a line I find that I toe a lot. I'm heavily on the side of automation. At some point, we gotta admit that we can't do this manually for a myriad of reasons. On the other hand, there are those that don't like the automation. I see both sides. The more we automate, the less we know what players are doing. Knowing what players are doing is at least thirty percent of staffing in this hobby, so certainly any time you remove a tool that people use to know their players there is an understandable amount of discomfort.
There's always this line between don't automate too much and automate this more. This is going to be one of the biggest discussions moving forward really. Moving forward and modernizing the Mu* world is going to be talking about automation. You can make the UI better, you can add a web interface, you can change the underlying architecture and all these things are a good change, but until we change the way we look at the game then we'll still just be going through a bunch of commands in a different client to do a single, simple thing.
That's why Web Based CG is such a big deal. That's a ton of commands taken away from players and staff, but put into an easily understood and condensed form. The player doesn't care what it looks like behind the scenes, just that it does what they put in. Staff doesn't care how the system makes the players, they just care that it does.
TLDR (For the rest of you): Ya'll need to embrace chrons/events/timers.