Thanks for taking the time to reply, I am genuinely interested, but accept Yamaha may never wish to answer it publicly, why the marketing spin on the DX7 where your FM start point is much further up the food chain. I.e. you have far more heritage to lean on than just the DX7
If you remember the DX7 and DX FM, you're probably at least in your late forties, that's a reality. And while the vast majority of folks who buy pro synthesizers are (at least) that age, it is imperative to talk about the DX7 for those who were not alive or who were alive but just not synth-aware at the time. So that's why you have to 'talk' about it. It was a digital synthesis format that pre-dates even samples...
It comes as a shock to many that the DX7 was 33 years ago. I'm sure you remember. But if you are now just in your 20's or 30's perhaps, you've only heard rumors about how it sold almost half a million units worldwide, and how it changed everything.... but that it was "hard to program" or that six operators are better than four and eight are better than six, without actually knowing what an Operator is... (The "it's like an oscillator only different" explanation ...)
It is this and a score of other issues that need to be addressed, and readdressed... (Perhaps not for you or me, but certainly for a new generation).
Back in the day
It occurred to me that when I was first demonstrating DX7s to potential first time synth buyers back in 1983, I was showing many musicians a "menu driven" interface for the very first time! The DX7 was the first synth I remember with a screen that was more than stick figures of numbers. In 1983: very few musicians used or even owned a computer at the time - 4-track cassette units were the typical "home studio" (all hail the PortaStudio!)
The reputation of "hard to use" mostly comes from the fact that, unlike preset analog synths at the same time which allowed for guessing (often mistaken for being 'intuitive') - where if you didn't really know or like what a parameter knob did, you could move it and just put it back. Not only did one need to get used to a menu driven interface, it required you know what you wanted to change.
Today it's Child's Play
Fast forward 33 years, you'd be hard pressed to find a musician now who has not operated a "menu driven" interface. Everyone can operate a cash machine, today ... I know I was showing menus to some folks for the first time in that DX7 screen. What was deemed "rocket science" in 1983 is literally, "child's play" today. I've watched 3 year olds navigate software on a tablet device. It is literally child's play now. It was not in 1983. I'd have an easier time teaching FM to third graders now, than I did college students back then. (I don't think that's an exaggeration, do you?)
Accessing the parameters was a huge stumbling block for many back then.
Yes, there is still a lot of Math...
Now, working the DX FM was not simply working the menu driven parameters, but what I'm saying is... I saw that fact prevent many users from ever exploring the possibilities any deeper. And while many of us are confident that the "joy of FM" programming will find a new audience (I'm certain it will), we also recognize that many musicians love to amass scores and scores of
pre-made libraries ('just in case'). And since the fundamental original engine is the archetype - it naturally has the broadest possible compatibility potential. A program is being written to do all the conversions necessary.
And combine the thousands of Motif ES/XS/XF with the tens of thousands of DX7 FM sounds, these can be used as basic building blocks for those who are
not deep synth programmers. For those who do not get into actually "how" the synth makes sound... But wish to start with building blocks that already have some expertise built-in. If all you do is take pre-made sounds and apply the Motion Control Synth Engine features, that's one level of programming on this synth.
I'm not sure what to call them, but there are factory setups in Montage that are complete
interactive musical
compositions. They are like this bottled potential energy that you turn into kinetic energy by playing a single chord or note! Different rhythmic interactions are setup, and as the 'player' you set these components in motion in a variety of ways. And you shape the outcome via the array of controllers. It's real time, it's performance art, it's impossible to repeat it exactly the same ever again, it's real time. It's not for everyone but you owe it to yourself to explore the possibilities.
Now, it is one thing to sit down and 'perform' (interact) with these as-they-are, but when you begin to explore the potential by putting your own creative energy into creating these rhythmic interaction compositions/constructions, that's when you know... Or begin to see the Montage potential.
I see Montage as the first of a new class of synthesizer. My esteemed co-worker Nate, put it like this... For those who can already swim, get out your scuba gear, you can dive very deep. But if you are new to all of this and only want to snorkel (stay near the surface) you can thoroughly enjoy the experience.
And it's still a creative enjoyable experience.
Tone Wheel Organ constructions
For example, if in your head you limit your thinking in building a tone wheel organ sound to just the AWM2 sample of a specific drawbar, or even if you know that an FM sine wave could easily approximate a tone wheel (simply another type of sine wave generator), you've only looked at the surface of what Montage is constructed to allow.
Each FM-X Part has eight Operators, as many as eight FM-X Parts can make up a "Keyboard Controlled" Performance. So if you think you are limited to eight drawbars, you're still missing a big portion of the Montage picture. Each Part could be a single component in building the entire sound!
Building a B3 sound could use a combination of AWM2 samples and FM-X operators... Things like "leakage" and "key clicks" certainly the domain of the audio sample; while the fundamental tones can be built with (new) and fascinating character with just FM-X or by combing AWM2+FM-X. (Think 64 components).
(There's an example where they use the equivalent of an entire Motif XF Voice (where 8 Elements are available) to construct a detailed noise component). The detailed Rhodes e.piano "noise" is priceless. If you've ever played a Suitcase73 with the amplifier section off you can't help but laugh out loud when you recall this "component". What it does when mixed in with the body of the sound not only makes it sound right, it makes it "feel right".
The fact that a playable (8 Part) Performance can be a TX816 built from 8-Operator modules, should not be lost, forgotten, or minimized. There are far more FM data available in DX7 format, than any of the other iterations... so it makes sense to concentrate focus starting there for conversions. The new engine will immediately improve them. (I think a tutorial series on "two-operator" programming is in order, because every one of those sounds will have two yet unused Operators!)
Sum it up, Phil
We can't wait to set this beast free. Everything to everyone? Probably not, nothing ever is.. But there are synths before Montage, and there are going to be synth after this point in time, but this one is going to mark a shift in direction.
Being able to pull off musical articulations in a computer with a massive library and a mouse, is a legitimate way to work (especially in music-for-hire situations) but a synth that deals with being able to actually "perform" advanced articulations, as a real time thing, is where this instrument is going...
"Let's take it to the stage..."
Sorry, I run on ... But just wanted to give some additional real world reaction based on sitting with this new synth for a few months now. Thanks for the question. Bear with the DX7 references/spin, but rest assured this isn't your grand dad's synth

(ouch!)