No. The spinner setting is on. It behaves as described in settings -- It shows up when changing menus. But it does _not_ show up when clicking many other links or buttons. One example is when petting chickens/cows. (Also, sometimes I have to move my pointer for a second off the hotspot, and sometimes even completely outsider my browser window, then back.) When I click, there is a short delay with no feedback before it displays "You petted your ...." message. At that point, it _does_ show the loading spinner because it is moving back to the previous menu to select another chicken/cow. But the delay I am pointing out is the first delay, _before_ getting the "You petted ..." message.
Other examples including adjusting my buy/sell/craft amounts. Clicking the up/down spinners works as expected, but clicking the [+] and [-] buttons sometimes does not "register". Same for the action button (the one that displays the cost in Silver), or the the [Lock] button to lock/unlock. (Side note on that one: Sometimes, when viewing the library sub-page on an item, locking an item from there and then using the [< Back] link does not update the locked status.) What I am hoping for is some kind of visual cue/feedback that the button/link was registered as clicked, but is still being processed. Something like the "Lock" icon turning from green to yellow, and finally to red once it has completed updating.
One more example is the "Continue ..." link/button while exploring. Sometimes, there is a delay after clicking it before it displays the results. I am often uncertain during the delay if it actually detected/registered my click, or if I need to do the whole "move my pointer away and then back again" routine before trying again. Some of this is likely beyond your control, such as delays while the browser updates the DOM, but some of it, I presume, is caused by the UI delay in sending a XHR request and waiting for the server response. Simply changing the background color to a dark grey immediately on click even before it tries to do the XHR send/recv cycle, then back to white (or black, since I use the Dark theme) once the server responds, would give me the feedback I am looking for.
Related to exploring in a different way... I recently had another idea: make it so players do not need to reset their effectiveness (at least only rarely), by adding an amount option to "Continue ...", such as "Continue X times ...", where X can be adjusted from 1 to their max effectiveness. (It might even display zero when they have no more stamina.)
Right now, I have been working on a spreadsheet to aid me in crafting and selling: It will let me know how many I should (or not!) use/craft/sell to maintain my target inventory levels -- Not only of the item currently being considered, but also of the components used to craft. Something like my previous idea of using lock counts instead of boolean "all or nothing" locking, would greatly facilitate that. As well as helping manage needed goods for the quest lines, dailies, etc.