Yes, except the more steps you have to make just to be able to test your track, the more time it takes overall. Same reason game artists prefer to be able to export directly to their main program from the 3D modeler. If NL2 can read .nlelem files, it would allow tools that don't get maintained/updated properly to be used directly into NL2 without having to pop out the NL1 editor to save it.
Of course, if NL2's building tools are as good as they seem, all 3rd party tools available now should be obsolete anyways, but I'd want to be sure of that first if we're not able to use .nlelem files directly. =p Although the community will almost certainly continue to advance track building with external tools for NL2, they will probably support NL2's native file format(s) for tracks by then.
Things are getting a bit more complicated now. NL2 will need a 3rd file format for parks. (And the other two for tracks and elements.) I think it should play out fine without issues though.
Edit: Missed this post earlier:
Originally posted by Canadmos
It baffles me that you can learn to use FVD++ and whatever other tool you used, but the AHG scared you?
That don't make sense Willis!
FVD++ is easy after Newton, which was easy because of all the sliders and video tutorials and high school pre-calc/physics. Both are very visual tools with nearly immediate feedback. Although I wasn't very into using trackbuilding tools earlier anyways when they were all .exe's that simply processed a track file. (It was more out of laziness than being unable to figure it out, I suppose? Perhaps it was having to spend time color coding the track that turned me off.)