You need a Mac to produce Mac apps regardless of whether you use Tier 1 (AGK Basic) or Tier 2 (C++). Apple requires by license that all Mac apps be built and packaged with Xcode on a Mac.
There is no Player for a Mac. They are only for tablet like devices (like iPhone and iPad, for example).
And Apple will absolutely not allow any AppGameKit Player in the App Store for any device.
And, even if there were a Player for Mac, it would need to be built and signed on your Mac before you could, theoretically, provide it with your byte code and media files.
When you build a standalone app in Windows with the AppGameKit IDE, it is basically copying and renaming an existing interpreter and compiling a byte code file from your code that the interpreter uses. There is no executable file created that is compatible with a Mac.
Creating an AppGameKit app for a Mac is similar and must be done on a Mac. It takes the byte code file you built with the AppGameKit IDE and your media (and other input files) and bundles it into one file with Mac specific AppGameKit libraries and code files compiled in Xcode.
When Xcode is used to build a Tier 1 Mac or iOS app from the AppGameKit interpreter (Player) base (renamed and edited for the target app), it bundles all the compiled code with your media and the byte code file built in the AppGameKit IDE.
There is no way not to get around owning a Mac (book or mini, whatever) if you want to produce anything for the Mac.
What do you mean by in-game GUI? There are functions for doing some buttons and for input fields.
As for HUDS, you program those yourself. That is the kind of thing that is very app specific. You can create all sorts of text and image objects to display whatever you want.
I don't know about the road map for future development. That would need to be provided by someone who actually works at TGC doing AppGameKit stuff. I am just a volunteer.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master