Unfortunately, the level format of game itself is still becoming more complicated. It's extremely difficult to create a super easy level format while having good support for tons of quest structures. Right now I'm prioritizing making the game's own quest really good, then I have to work out if there's some way I can make it easy to edit.
Don't worry, simplicity is overrated
In the game I am currently writing, I am trying to "complicate then simplify"; basically, I am adding literally everything that comes into my head into the game and level editor. Then, I work out which features will always be needed for all level editors, and which are optional, and make it so that be default, the editor will either ignore the more advanced features, or fill them in for you in some way (either by assuming a value, or by a small "wizard" sub-application).
For example, in my game, you have to specify the colour scheme for each screen, which involves giving RGB values for each of the many, many screen layers. This could be very intimidating for new users, so instead, by default, it only asks for the colour of the foremost layer, and for an "increment value". After both are provided, the editor calculates the colours of the other layers by extrapolation. If desired, you can press a button (currently a little man wearing sunglasses, holding a paintbrush, standing on the word "pro") to edit all the colours individually.
I'm not entirely sure if this is what you're referring to, but blah