if it were just coefficient, then yes that would be easier and simpler to worry about - but it still creates a need to store the surface's original daylength, and a mod like SE would have to change this from the default after the surface is created because it can't be set during creation, but there's also no event to notify it's been changed so Clockwork has the monitor it and make sure it doesn't try to apply its coefficient before SE or other surface-creating mods have had a chance to configure the surface...
And then adding in the day/night offsets which some may not care about, but some do... it just gets messy very very quickly.
It would be possible for me to say something like "multisurface mode now just ignores day/night offsets and only applies the daylength multiplier," but that still means implementing data storage logic, and timing/delay logic on both reading into that data storage and applying Clockwork's settings.
I've started work on a UI-based version but no ETA on it - predictably, it's a ton of work and learning, but the end result should be flexible enough to handle any mod...