Hi guys. Kevin "Phyter" Stone from the NoLimits Dev Team team here. Trust me when I say that once you get use to the new editor you're not going to miss those handles. All they did was result in "pumping" misshapen track. The new B-spline with its "control polygon" allows for vastly smoother hand-built track with little or no pumping, and of course you now get heartlining for free in real time.
Don't let all of this talk about complexity concern you. It's true that the building technique has changed significantly from NoLimits 1 to NoLimits 2, but we think the new editor is still very approachable. Of course we will have plenty of help files and perhaps some videos demonstrating the new editor, but even with this help we're sure that you'll have no trouble figure it out just by poking around.
What might trip some people up are the new material and object editors as well as the scripting API. These are expansive and complex features that will allow serious content creators to produce amazingly complex environments and behaviors, but only if you're comfortable with certain abstract concepts and programming (C#/Java). If that's not your cup of tea then you can just stick to the basics and treat the scene pretty much like you're used to in NoLimits 1. Again we'll do our best to explain and demonstrate these advanced features so that you can become comfortable with them, but it's all optional. Those without the programming skill or time to learn the new editors will still get the benefit of an improved track editor, terrain editor, improved supports, dynamic environments with full day-night cycles, etc.
NoLimits 2 is significantly more complex than NoLimits 1, but it is still for everyone.