What in the current UI doesn't look to be PC oriented, or looks console oriented? I'm not familiar with the differences.
Edit: Please explain why, too. I've seen, for instance, the grid based inventory mentioned as pro-PC, but never understood why that's so, or why a list is less comfortable.
The grid based inventory is imo the only element which can be interpreted as pro-PC (or better pro-M/K). Traditionally grid based inventories offer more information on a smaller place which is always an indication for a PC-centered UI. There was a design goal once to make scrolling and menu-clicking as little as possible and to offer as much information as possible at the place you currently look. That led to grid based inventories with small items and mouseover indications if you have much precision and freedom of movement with a mouse to actually be able to pick them up properly. Since controllers are more imprecise than mice and 360° movement on a planar space isn't exactly their no1 strength grid based inventories were often replaced with list based inventories in console games to enable a more convenient usage of inventories by just scrolling with pressing your analogue/digital stick up or down. With that came two changes/limitations: first with list based inventories you have less information on screen without further input and second weight is now the only possibility to limit inventory space. With a grid based inventory you can add size as a second level of inventory restriction. E.g. you cannot carry more than a few big items with you at the same time no matter how big they are if you implement a grid based inventory properly.
So yes, a grid based inventory seems to indicate a PC-centered UI in W3. But there are some problems with that or better signs that indicate the opposite.
These are the reasons why the UI is imo more controller oriented (apart from the grid based inventory):
1) Everything is "big". Every item is quite big so you're able to see and pick everything on a big TV screen. While the inventory is grid based items must be big enough to properly pick them with a relatively imprecise controller.
2) Missing mouseover information. Information (like weapon stats) is shown in a window on screen instead of exactly where you are currently browsing. Also there seems to be no item-comparison (inventory item vs item you wear) as mouseover information.
3) Full screen UI/inventory screen instead of a much smaller, flexible and even draggable windows which leads to more immersion breaking. That seems to be needed to offer enough space for all windows and big items needed for a "big picture standard mode".
4) Missing traditional PC UI conventions like a small "x" in the upper right corner of windows/screens to close them.
5) So far no drag-and-drop mechanics confirmed. That's not really a question of aesthetics but it goes hand in hand in this case.
6) Ring menu for skills/bombs/signs is clearly made for best controller use. It 1to1 emulates the movement of an analogue controller stick.