I agree with so many others -- the whole physics of the situation doesn't seem to have been thought through, which is surprising, given how "real world" conditions were used for modeling other effects, like how the ball bounces when hitting the rough versus the fairway. I get the sense an algorithm was created based on a priori assumptions, rather than looking at how the condition of an uneven lie actually affects a shot. (I seriously doubt any of the "green" lies have much if any impact on a real golf shot.)
That said, I like the idea behind the feature, and its presentation on the screen. Having a plane angle with moving dots to indicate the break of the lie is very intuitive, resembling what we already see on the greens. Having the lies color-coded is smart -- green lies shouldn't need much adjustment at all (perhaps affecting only "forgiveness" and "precision") while yellow lies mean the shot requires some thought (adjusting line and club selection) and red lies are like being in the deep rough, figure out something creative 'cause dem's da breaks.
And yes, draw/fade adjustments will be great, but I don't see them as being very necessary if the feature was properly implemented. As mentioned above, golfers make adjustments all the time to the problem of uneven lies, and such adjustments could be easily be made "automatically": gripping up on the club when the ball's above your feet, and the *minimal* loss of distance that entails, or how a minor uphill lie doesn't increase the loft of the club so much as it generates a tiny bit more spin -- distance doesn't really change that much, because the speed of the clubhead is still the same.
Nuts and bolts need a lot of work, and real-life data just to get the modeling down, but the basic concept of how an uneven lie is presented on the screen is basically sound, and could be a lot of fun going forward.