That's entirely right. There's hardly anything worth editing if you don't know assembly, but let's face it, code is code, not data. You can't write an assembly-editor where you can just click on things, it doesn't work that way.
My goal with Discrete is to keep code as code and data as data. I'm under the impression someone would want to edit, say, the shooting star to make it into an UZI. Then anything editably by changing values in the code would end up invalid since the code would be different. Hence, the editor won't work that way. It's not meant to be used to make watered-down cookie-cutter hacks - we have Sue's workshop for the easy stuff after all.
Admittedly the map editor part of the editor will pretty much do the same thing as Sue's, so the above is more or less moot.
In short, I'm trying to make something that is geared towards serious hacks, but can also cover the simpler stuff. If you know assembly, use that knowledge. If you don't, then don't use it. It's that simple. Having access to the code will allow neophytes to make minor tweaks of their own so everyone wins.But the true power of the editor definately lies in making serious hacks.