Note, in fact it's not about texture baking, although that is used too for coarse tiles. Texture baking won't help you to have the asphalt thickness visible. It's more something like a geometry baking
Arbitrary texture polygons are supported, just now I can place a polygonal pad that levels the terrain and/or modifies the materials. It uses the same system as roads do and as such it supports transitional border areas for geometry smoothing and fractal-like material transitions.
However, it's not the same thing as the vector land class support. That one must work on a coarser level, for example if you place a polygon defining a swamp, it doesn't mean the whole area will be one swamp texture. Instead a swamp ecosystem should come in place, creating occasional islands of drier land, groups of trees and fractal mix of swamp cultures. Also the transition to the surrounding ecotypes must be neither abrupt nor a smooth texture blend, but it should be a fractal mix with definable sharpness that creates a natural-looking landscape. Along with the fact it has to work seamlessly on all scales down to the ground level view, it's one huge task awaiting me in the coming months. But the result, as I can see it in my imagination will be worth it
A world editor, well, we are slowly making one along the way, albeit it's a cruder version of what you are probably used to.
Most of the things are initially controlled by keyboard with parameters preset from the code, and once it's working we add a UI control. A huge advantage, in my opinion, is that the UI is written as an html page, with javascript invoking the engine functions and receiving data. This means it's easily modable and extended and we don't have to create a complex UI system to the engine. As a bonus the UI can be themed easily too.
Command line utilities are used only for one-time jobs, such as importing a model or converting terrain data.