This would save soooooooooooooo much time for making HUDs.
Not really :/
The Counter object in MMF is basically a text object with a private variable to store the amount. It's just as fast and easy to set up a custom one in Construct.
Plus the Counter object has a much more limited use than the text object... why make a more limited version of a more advanced object? As an analogy, that's like saying "I want a simpler spite object for when I don't need animation." Well, that's easy... just make a single-frame sprite with no animation.
And if you wanted a health bar instead of text, that's just as easy to set up. Make a Tiled Background, or a Gradient, or a Box, whatever you want, and use a private variable for the health amount. The code to control the size would be something like "Always -> Set width to (health * barIncrement)"
For a picture (like hearts in Zelda) you just make your Tiled Background a heart (say, 32x32 px). Then the code to control it is "Always -> set width to (health * 32)"
Easy.
We get a lot of MMF users asking about Counter objects. They're just so used to having to use them in MMF they don't see that Counter objects are completely unnecessary.