Like i said its easier for you to think upwards than along in this case* too as in your other question. You are just doing unneccesery mental work when your forcing yourself to using birail by building a manual loft. This makes you unable to see the easy solutions.
Mainly because you are designing the shape form top. From the point fo view of your curve shape it does not matter wether you build the u or v parametriasation its the same thing, you still have same history control. Just less data to worry about, and thus less problems to solve.
So just substiture profile shape thinking. Change left and right with along and offset and you end up with the same thing but faster more accurate and more predictably right.
As a bonus better animatable construction history!
And you still get to manipulete it by the same vector data in your code!
Is there a way to create a face attached to the point of curves?
trough points or through the shiluette of your object? Do you want the rsulting things be polygons or nurbs? do you need uvs?
Easiest is to use fill hole for polygons without uvs, or for nurbs planar (but then you get into understanding tesselation)
*basically this is because maya is no cad, would you be doing this in any parametric CAE software you wouldnt have any problems.
Attached image same topological generator as before with one rule changed. (one line of code canged and one added)
