@drktbl This feels like overkill. My problem isn't that I'm trying to support many exotic platforms or controllers. I'm not even concerned about keeping track of which controller is which. My problem is that, within Unity, I set up one input to map to a particular button on the controller; then I plug literally the same controller into a different machine (admittedly with a different OS) and suddenly that input corresponds to a different button. At least once I restarted Unity and found that which stick on the gamepad was the X/Y axes had changed.
I continue to be astonished how often basic, used-in-thousands-of-games functionality doesn't work by default in Unity.
To answer your last question, old. I'm using the TopDown engine, which finds the new input system not "fully documented or stable":
https://topdown-engine-docs.moremountains.com/input.html#using-unitys-new-input-system