The main reason I didn't write an installer was because I wasn't really sure how, since MG got so many platforms and ways to compile (DX vs OGL, windows vs desktop vs consoles, etc etc.). I simple wasn't sure how to produce "one dll fits all" or whats the best way to manage multiple dlls for different platforms. Similar questions raise from content. I couldn't find a good tutorial to lay it all down and explain how to write a proper cross-platform MonoGame lib installation. So I decided since its very few steps it might be best to just write them down. And it really takes less than 5 minutes to setup, as seen in the installation video.
I'm not leaning strongly to any side. I would prefer having both installer and manual instructions but as I said I wasn't sure about the installer and didn't want to deliver a broken one.
Anyway you mentioned errors and I'd still love to see them so I can fix it if there's a problem.
If you need to apply update there are two cases - either you changed the source code, in which case you gonna have a bad time with or without an installer (might be easier without the installer tbh), or you didn't change the source code, in which case the whole difference is between clicking "update" button somewhere, or dragging a folder (new package code) to override another (old package code). Doesn't sound that bad...
In some cases you are right though, I wouldn't want something like node.js or django to be manually installed.. that would be a nightmare. But I do think in a lib the size of GeonBit.UI its really not that of an issue.