I'd rather not, since it encourages micromanaging.
Generally speaking, we want a system where you don't touch the wheel much at all, except when making major decisions. Micro-managing to get a specific item (whether it be production or research) is to be discouraged.
Yes, it's probably a easy technical fix. I'd vote against it because it's harmful to overall gameplay, in that it encourages a form of play that's not in line with the game's philosophy.
I am all for not tailoring your output every turn. What prevents this however is not obfuscating the value needed, but having mechanics in place which make micro management obsolete.
On emechanic that is allready in, which does this, is 'stored research'. If you have more research output then you need to complete a tech, it is saved up and can be used next turn. (You have the same for shipyard and planetary manufacturing).
What would be a nice thing to add is being able to spend it all within one turn. It works for intuitive and benevolent traits, I am almost certain it does not work for normal stored research.
So, I am all for revealing how much stored research a player has at any time and the absolute research cost at that point in time. It should be possible... I mean, how else are you calculating the turns required to be displayed?