However, I do think you may be going against the intended flow of 6e by codifying things to that degree. Statuses are intended to have an ambiguous duration so that the GM can extend them due to extenuating circumstances, or shorten them do to mitigating circumstances. If you and I are affected by a Flash Bang, and you have a Damper and I do not... you should not only suffer less levels of the Deafened status (as per the rule for Dampers) but you should probably also lose whatever Deafened Status you end up with faster than I do with mine, neh?
You're right, I do not wish to make things more complicated than needed and I could simply rule that things last until the end of the round, the scene, or whatever makes more sense.
But in those cases where a specific amount of rounds is given by the rules, I'd like to try and follow those rules. After all, it makes sense that a mage with 1 Magic can't protect his allies for as long as the experienced Initiate with 10 Magic. The second one will likely protect everyone for the whole combat, the first one probably not. I think that's a case where GM fiat is uncalled for.
Plus this automation I foresee in roll20 should take care of the tedious time tracking part, so it should
help with the flow instead of going against it.
You mentioned Counterspell: it lasts a number of rounds = Magic. Ok, so if you go last, counterspell, and then the round ends, that's already 1 round. Yes, I mean that. Why? Because Counterspell is an Anytime action. If you are going to counterspell, then just do it at the start of the round before the first turn, rather than waiting until after they cast their spells, neh?
I see what you mean. But even if you counterspell out-of-turn, you still act at someone else's Initiative, no? Or at least just after or just before someone else.
So you could for example rule that one round lasts until the next combat round at that precise same Initiative. Seems complicated if you have to keep track of that yourself, but a program can just memorize the Initiative X of the token on top of the turn tracker when you set the duration and count down the turns each time the Initiative of the Token on top drops from A to B, with A>X>=B.
I agree that the usefulness of this is very situational though.
EDIT: I was thinking about other cases where the Initiative would be more important, like for example a Barghest's Paralyzing Howl. Just to discover that the duration of Paralyzing Howl is missing

And why does Paralyzing Howl inflict the "Paralyzed" status that is in reality named "Stilled". Just like the "Corroded" and "Corrosive" status, it's as if they couldn't make their mind up. But I digress...