Clarity in general is not a bad thing, and expecting people to be familiar with the game rather than be clear in the first place is not a great route.
Simple example from LoL: Ability Power's tooltip claims it is how much more damage you do with skills. This is a lack of clarity. You shouldn't have to play the game repeatedly to learn that the description is false, and that AP is a multiplier that in most cases only applies at a fraction of its value, let alone that it affects things other than damage. Almost zero champions deal 100 more damage with an ability by gaining 100 AP (e.g., Cho'gath Q, Veigar Q, Lux R, Tristana R). There are abilities with higher than 1 AP ratios, but they're on long delays/require multiple hits (e.g., Nunu R, Annie R, Lucian R, Swain R).
Clarity in TFT suffers from most of its players being veteran LoL players, which is almost universal since the game currently only exists in the LoL client. The barrier to entry is lower for existing LoL players since we're forced to have it just by having LoL installed. Due to this, there is a lot of confusion for LoL players when they first start playing TFT because the mechanics and interactions of the same champions and items can follow completely different rules. Titanic Hydra works on ranged champs and grants Attack Speed. Runaan's Hurricane applies Vayne's Silver Bolts to all targets and works on melee champs. Youmuu's Ghostblade doesn't grant Lethality; it makes your champion suicidally leap to the enemy's backline if not already in AA range at the start of a round. Most champions whose abilities are physical in LoL are magical in TFT. Spell Power boosts an AA champ like Vayne, but does nothing for Leona (her ability only scales with star levels, not SP, regardless of her SP displaying a % instead of - like champs with no SP scaling).
Clarity as a goal isn't about dumbing down. It's about setting clear rules of how the game works so your competition is more about the player versus player aspect rather than player versus ignorance/confusion.