OK, I have played with them both. coleislazy (certainly isn't) has a really nice look and a simple mechanism for adding buttons. However the game example is a bit laggy with mouse tracking, and the debug console is complaining about a missing behaviour; this could just be coleislazy's specific example. mormod allows selection of the animation for on and off (a nice touch), has no errors in his example and the game does not lag.
There is a finesse about coleislazy defaulting to the last added, even if it means that there is some work done by every previously added button when a new one is added; this might cause framerate problems or a delay in screen refresh. mormod has a flag for default with a warning that you should only have one. However, I cannot see a way to trap this obvious if minor way for people to FU. An alternative approach is to not have any set and trap the error of null if it is necessary, or have the scene choose a default.
Having said that, this was how I approached it too; you can handhold programmers too much can't you. mormod's approach if EVERY button was chosen as default would result in just the same behaviour as coleislazy, because each new button would replace the previous one as the "selected"; the only side effect being that every button that had been chosen as default would appear to be on. A way round this would be for the default animation to be off for all buttons, then the scene to select a group member for each group add it, and switch the animation to on. The problem would be when to do that, and this would prevent dynamic addition of new buttons at run time.
It's a tough call. I'm going to say this is a draw, as each approach has something the other hasn't.