In one of the videos Frogboy talked about this. It was set so that you couldnt' see the nitty gritty details purposefully. If I remember right the thought was that this way emphasizes picking heroes based on their "flavor" rather than min/max.
Quick lesson. You don't stop people from min-maxing by hiding details from them when they're making decisions. You stop them from min-maxing by designing your game so that you don't need to minmax. And that boat has sailed, my friends. FE/LH is a game about numbers (it's half RPG, for heaven's sake). Knowing how the numbers interact is crucial to success in this game, you're not going to patch that away.
And here's the kicker, even if you pulled out every RPG element from the game, hid every single number, and delivered all information in the form of blocks of dynamically generated text; even if you flawlessly design your game so that it's impossible to min-max, people will do it anyway.
Because, for many people, that's how they play games. They don't just want to play the game, they want to shape it, control it, and master it.
For some people, myself included (and probably Frogboy too), minmaxing is a painful exercise in futility. I am terrible at it and I know it. So I tend to really hate games that force me to minmax. But there's a difference between not rewarding minmaxers and punishing minmaxers (which is what many design decisions in FE/LH seem to be about).