This is what I realized when I tried to create a similar product. In my opinion there is no real audience for casual analytics products in gaming that are focused on improvement.
If they're serious, they'll do their own analysis. If they're not serious, analytics won't help.
But every product I see is hyper focused on doing the actual analysis for you in a way that is always overly simplistic and virtually never useful.
The problem with augmenting the raw data in some way is that you have to make opinionated assumptions which won't necessarily be relevant to everyone.
We believe we minimize the time and effort to follow meta and help gamers to understand their weaknesses and strengths.
If we use an analogy from sports, we're more like a performance analyst but not a trainer.
So in other words, a bad player will not improve as he doesn't need to train what the AI is trying to get him to, and a better player already has a better instinctual understanding than the AI.
However, I think this idea will still succeed, even though it's basically ineffective. There's a large amount of gamers of a certain archetype, that believe they can improve by spending money on small trivial enhancements. These are the same people who gets into a hobby and buy the most expensive military grade equipment and think they're gonna become better than their peers quickly. As misguided as they are, they do exist in great numbers, and they have a hole burning in their wallet.
I think the other commenters should keep this in mind, this idea is not about actually improving people. Nor is it about cheating, if I lose to someone because they have some paltry voice timers on, that just means I suck. It's about the fact that people will pay money for the belief that they can buy skill with it. Nothing wrong with that, good luck to y'all.