They've addressed a ton of my issues with the game. I still want object scaling and some sort of color/alpha blending system on blocks if nothing else, but the addition of text popups, winstates that let you build real levels with multiple tiers, a sane unlock system that moves away from requiring you to spend real money, more complex logic gates, and more all add up to a much improved experience in the ToyBox.
So it's sorta weird to me that they'd lead with the Super Heroes playsets instead? I guess maybe the idea is to capitalize on the "serious" players that want a story campaign and hope they backfill some user-made content before releasing the ToyBox set later on at a lower pricepoint. *shrug*
I also love how much there is to do here. In ToyBox 1.0 it was basically "Character's random minigame," "Dick around and try to make something yourself," or "Playset levels (if you're a character who even do them)." Now it's playset levels, tower defense minigames, Diablo-y minigames, user created levels, INterior decorating, building machines to help you grind for $$ to get the toys you want, grinding to upgrade your character's powers, making your own game, using the advanced creativitoys to make a really unique gimmick toy or scenario, etc. It really feels like there's a way to be creative here where you couldn't before, and I dig that.
The playsets are still mediocre adventures, I guess, but at least now they're fully voice acted? They no longer feel like the tiny rushjobs that the first game's playsets often felt like, falling back on text with minimal cutscenes and a bunch of random "put clothes on this guy" tasks. Most of that seems to have been wiped away in favor of something akin to an abridged mid-2000's licensed adventure. They're functional and are a good way to passively grind for XP/sparks when you're bored of more engaging modes, but... eh.
Oh, and I do love the way they handled death. Making that meaningful does a HUGE service to the game by forcing me to pay at least a modicum of attention.