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Hubs have coverage mechanisms.
Placement is there with adjacency synergies (you can even get synergies for only one of two neighbouring districts if you need so, with some specific placements) and special locations (wind protection and such) as well as resource nodes themselves.
Pathing was more visual than anything and is now automated.
I'm failing to see what you consider to be spacing in FP1. If you're talking about how you can change the space occupied by a building by using specific road placement tricks (to fit more houses in the first circles around the generator, for instance), I'm very pleased it's gone, personally: it was cumbersome and time consuming.
The thrill may be gone for you, due to your subjective tastes, but it's not gone for everyone either.
Personally, I consider laws and research to be way better in FP2. In FP1, the craziest you had didn't change much. At most, you had duelling laws, some increased research speed and such. Not very fancy. Now, you have really crazy, game-changing mechanisms. They are radical, though, and require to be repelled in story mode if you want to seek any kind of reconciliation, but reconciliation isn't the only available option either.