Rogue's cunning action (as well as needing to get its other things back), does need to be its own thing; while it may not seem like an interesting or meaningful choice to you most of the time, it is nevertheless a relevant choice that players can make, tactically speaking, about whether to use their action or their bonus action to dash (or both, as the case may be; yes that is accurate). The same is true of Hex; you may not think about the debilitation effect of Hex often, but it still matters to some; f your rogue is trying to hide from something, but can't avoid the inevitable sight-cone sweeps, they'll need to roll an opposed check; if you hexed the target's wisdom it makes them less likely to spot the rogue. Similarly, when you try to shove a creature, they *should* be making an opposed check using either their athletics or acrobatics to resist you - creatures will naturally use whichever ability of theirs is stronger there, so the choice of which ability to hex (strength or dexterity) is a meaningful choice based on whether you think the creature is better at one or the other. Granted; opportunity to use hex for the other three ability scores is pretty slim, since we're not likely to be able to use it in non-combat situations.
What I will say about these situations is that currently the UI fights itself and obscures its own purpose. You can't control tooltips currently, and they actively obscure and hinder your attempts to make selections in the presented window.
I'd favour a limit on weapon switching per round, rather than making the switch automatic - it is currently a mechanical cheese, as you say, and it's not good.
I'd also favour sticking to 'speed' as the term used for our movement, but only because that's the formal terminology used by the ruleset.
Beyond that, however, everything else is all very much worth pointing out, and I second drawing attention to it.