Yeah that looks a lot nicer.
Maybe do color coding as all the buttons are clumped together.
Like debug is green, make the debug edit box green.
Make the selection from the right box red + button for it red.
I suppose using it you get used to what button does what, but to the normal eye it looks like a clusterfucker of okok's and buttons that name's don't give away their use.
In short, the button's name's are not clear to the button's function's. If you want a public release, it will be used by a lot of people who arn't the brightest and they need simplicity.
However, when you add all the okok's in ect it might look fine then.
EDIT:
Note: Image is taken on an old version of ZL I used for hack making. I make hacks a little differently to what you might normally expect and its due to it being a lot quicker.
This menu tells you what everything is and what it does. It has labels for "Add to Inventory" and "Remove from Inventory" (Which I should rename to "Master Array" and "Players Inventory" respectively)
The add and remove buttons have >> and << in to show what way the items are moving. It isn't that hard to work out, it just makes the brain's job easier.
Remove All in put under the inventory that you are removing so the brain can quickly associate between the button and what it does.
I think you need a little redesign on the layout of the hack overall. The layout should be grouped so you can have association - Each part of the hack is a group that does a certain part.
Splitting the OkOk's makes the brain have to work. The buttons are not grouped together very well. However, as I have said, you haven't filled in these buttons yet and you can't group them until you do.
Recap: Make brain think less.
Side Note: Labels. More.