Yeah I guess some people used it as a tool to judge / exclude people, but if you are underperforming enough in a team / raid to provoke others to do that, you probably want to figure out what you are doing wrong or find a crowd less focused on optimization.
While I don't know what all the mods you mention actually WERE, I feel I should comment on this line of thought.
Mods that allow you to track the numbers of OTHER players (which IIRC, some in TSW did), just gave uptight jerkholes one more excuse to kick someone or ridicule a build. We didn't have much of that in CoH, thank deity, but what of we did have was PLENTY. The last thing they needed was a number they could throw around to help define who in a League was "underperforming."
Also, this helps the definition for what constitutes underperforming or "bad play" creep ever up and up until anything below optimum could conceivably construed as "not good enough."
However, this is a pretty moot and unproductive line of logic since first, we need a game to even play, and second, it is highly unlikely that anything so intrinsically linked to the code as modding will be made available to us should the neo-devs even figure out how to change ANYTHING in the code-base at all.
[W]ere VidiotMap & Herostats one [and] the same thing or separate?
They were separate things, but they were both available through the same site, IIRC. VidiotMaps was simply a texture replacement for all of the maps in the game that showed locations of all Exploration badges, GM spawn points, and the locations and level ranges of almost all villains in a zone (as well as the paths in Perez's, Grandville's and Eden's mazes/tunnels).
Herostats used to be used before Sentinel to verify badge counts for a badge tracking site.