Well well you guys have noticed something but didnt realy understand what it is!
Funny you say that. Your explanation of beziers leads me to believe don't fully understand what they are!
Bezier curves are very simple low overhead descriptions of curves that have knots (like CV's but more close to EP points) that are allowed to have unique in and out tangents regardless of adjacent knots. The points you speak of are actually segments representing the curvature between knot tangents and you can have 1span tangents or as many as you deem necessary to create resolution of curviture. In max you can set a step setting between vertices of a bezier spline that will control your shape resolution e.g. with 4 bezier vertices and segements in between you can have a 1segment setting giving you a perfect square shapr or 6segement span giving you a circle. Illustrator doesn't use as an advanced bezier description as MAX and other apps.
Also NURBS are using a more advanced description of bezier curves so why you think they are high overhead alludes me... rational bezier splines.
Clearly the NURBS implementation in Maya is superior to MAX but FYI the MAX implementation is using true NURBS description and you are able to weight adjacent CV's of a NURBS curve and surface in MAX regardless of it's degree. Why not in Maya?
I have looked through the MEL script section and have done several searches for CV weighting but have only found 1 script which appears to be useless.
Would you mind pointing the "bezier" users to one these scripts.
This actually is in my opinion easier to edit complex shapes like text than Maya Nurbs.