3 and 4:
I wouldn't include that into "powerful". Well, the wc3 editor was more time efficient... SCBW's editor was even more time efficient I assume due to the lack of modification possibilities.
1 and 2:
Terrain was indeed a small step backwards from what I've heard about the wc3 editor.
Can you elaborate what JNGP and WEU consisted of and what they did?
The problem of sc2's editor aren't the possibilities. The problem is that you require a lot of knowledge to begin with. For example, everything related to "new" requires quite a bit of knowledge already.
The first thing you might try would be copy & pasting a unit. But, that doesn't end up in a working copy of the unit because it consists out of multiple, connected entities that you need to duplicate in order to have a working unit.
So, duplication would be the correct attempt, but the editor user might has no idea what he needs to duplicate. In addition to that, duplicating makes every new entry have a strange name. Most of the time, you need to rename everything you duplicated to keep it organized.
An experienced user just knows, that he needs to duplicate unit, main actor, weapon, effects, action attack actor and add an entry into the events of the turret actor, if the unit uses a turret, but a beginner can't possibly know that.
I really think that a dialog (like a wizard) for creating a unit, ability/weapon could be helpful to make it easier for new users to quickly create something basic and simple with only a few clicks. Then they can look at what they created and play with some fields that weren't in the dialog like acceleration.
As the editor is a huge xml editor at its core, a program that creates these template units could be done by the community, too.
Edited by Ahli on 7/11/2013 10:47 AM PDT