Thinking that the FFP is somehow "simpler" is a bad case of falling into the wrong way of thinking. Thinking that 10 or 11 are more complex is likewise.
It is simpler to start - you need MUCH less code to get your first 3D application working and you don't need to learn so much (you don't need to learn the principle of shaders, HLSL etc.).
It is simpler when you don't need anything complex. You just set the proper states and you're done.
But once you start using shaders, you don't want to go back. You suddenly think that it is simpler to do anything with them, even the very basic stuff. As you say, it's clearer, easier to maintain, more expressive. But this is true only when you already know to bring the shaders to life, if you have your code (or even engine) that you can quickly re-use and you can immediately start making the game logic, without writing tens of code rows only to load the hlsl files, compile them, create shaders, set registers, set shaders before rendering etc.
Seriously - just setting states and transform matrices IS simpler. But also limited. That's why it's called FIXED function pipeline ;) There's a huge difference between a configurable element in the pipeline (you can simply configure it, but the flexibility is limited) and a programmable element (you must programm it in a more complex way, but you have huge flexibility).