In the case of UI, use of a library is essential. And of course boring technology has libraries. But the real problem is layout: not just where your elements sit on the page, but where they go after the user resizes a window. In the early years, this was not too difficult because screens were mostly fixed size and in landscape mode. But now there are many aspect ratios, four possible orientations and so on. Apples earlier solution was a system called Layout Constraints. Frankly I found them really difficult to use, even when I stuck with the ones provided within Xcode. SwiftUI seems to me the exactly correct way to deal with layout complexity. Admittedly lots of it needs to be improved (as the article points out), but I would much rather use a declarative approach to layout than any alternatives I know of.
Apple’s documentation has also gotten way, way worse. Apple expects you to watch the WWDC videos, but it’s not like they make refresher videos on old topics all the frequently and they often remove or hide old videos.
And yes StackView is your biggest friend. Usually when the system ignores your constraint it says that on the log. It can be a bit tricky to find out which constraint its breaking but the View Debugger and also the constraint constant value can help find it.
Eventually I tried going back to manual layout because a coworker still used it all the time and I noticed that it was pretty easy to follow the layout rules in imperative code (so long as it's well-structured). Since then I just do manual layout for everything. It's just easier for my brain to describe the layout I want that way. I feel like it takes me longer to come up with constraints that match what I want, but I'll admit if I went back to auto-layout, I'd probably be better at it.