Yes, there are regions of the parameter space where moving a control point has vanishing effect on the curve shape. I'm not thrilled about this and have explored alternatives, but this is the best I could come up with. Pretty much all approaches based on solving for optimal curve fit have discontinuous "flipping" behavior. Another approach would be to split
We haven't yet done the work wiring this up into a spline like the older pen tool draft. The "auto point" is not a form of subdivision but is a way of achieving G2 continuity.
Yes, hyperbeziers can be split and subdivided without much trouble at all, and being closed under subdivision is an important mathematical property that was lacking in the earlier draft. This follows directly from their formulation as polynomials. If you look into the code, you'll see that there's subdivision at the near-cusp to make the integral robust.
The P/C naming evokes Hermite but there wasn't a lot of thought into it.
Math is heavier, but this is more nuanced than you might expect. My feeling is that computers are fast, so if we can draw higher quality curves with less human effort, it's worth it. But the seeming simplicity of Béziers is deceptive; you often have to solve inverse arc length problems (for example to compute dashing), and curve fitting is really hard (I have a blog post in the pipeline on that). So I think overall the math is only slightly heavier.
The goal is human-driven interactive design, originally motivated by font design. Splitting into more Béziers obviously gives much finer control, but it's hard to avoid them getting lumpy. In most fonts you have a minimum number of Bézier segments and accept whatever fine details the Bézier math gives you. That's even more so when making variable fonts, where the control points are interpolated.
I haven't yet done a rigorous comparison with NURBS. While they're hugely popular in CAD, they're basically unused in things like font design.
Thanks for these questions, they obviously show a deeper understanding.