I rode TT 2.0 several times over the last couple of days, and prefer it to TT 1.0... which isn't saying a whole lot.
TT 1.0 was fun enough as a ride, but thematically reductive in the context of both EPCOT generally and Future World specifically. Instead of interpreting a broad theme (e.g., transportation, communications, etc.) in a generalized but aspirational fashion, it dealt with a particularized concept (automobile testing) that was both narrow and pedestrian. Moreover, the cacophonous queue was probably one of the worst ever designed... how many times does anyone want or need to see a physical demonstration of traumatic force being applied to a simulacrum of a human torso?
As such, TT 2.0 is an improvement in almost every way over its predecessor... but that may be damning it with faint praise.
A few things of note: I think someone already mentioned on another thread that people going through the single rider and Fastpass lines can still design their own car... there are three terminals to do so in the postshow area. I held onto the design card I got from my first single rider go-around, and was able to design a car from scratch and use it on future ride-throughs. (The car design data apparently remains on the card until the card is used to initiate a new design process on a terminal. I was able to use a car I'd designed on a subsequent ride-through three days later.)
The one major problem with the post-show terminals is the fact that each is still programmed to run the design phase for the same amount of time as the terminals in the standby queue. Thus, if you finish designing your car very quickly, you can't end the sequence prematurely by selecting a "finish" option... you have to wait around for the timer to run down (sometimes taking several excruciating minutes) before you can move on. That's not to say that there's anything to prevent you from just leaving early, but your design can be tampered with by the next person if you leave before the countdown finishes. Moreover, the next person in line can't start their own design any earlier anyway, so he or she has to wait out the rest of the design period in any event. A CM informed me that they were looking into fixing this problem for the post-show design terminals, but I'm not optimistic that a change will be implemented any time soon.
Also, the outside loop is tied into the Sim Track portion of the ride: the last part of the inside ride makes it clear that the final test is of your car's power. When you are launched outside, the car's power is tested by seeing how fast it can go over a longer distance. The arrows on the outside track that used to be yellow have been painted a purplish hue, to tie them into the same color scheme as the "power" icons throughout the rest of the attraction. (I didn't say that the tie-in was effective... just that there was some meager effort at having one!)