I’m still sort of struggling trying to understand exactly what you’re trying to get at ngrava 
You brought up reflex, their motion arcs, and how moving a dot on their arc alters the spatial distribution of time, which is what I was talking about when I explained how distribution of the arc works.
To debate that you moved moved that to acceleration and deceleration with handles changing the spatial values of the arc as if it was related to that, which was what I objected to.
Then you shifted that on how it’s inter keys (at which point the examples of how reflex works become kinda moot) and how you would like tangency controls on the arc display, at which point you go back into exactly the same situation you described as negative (spatial changes of the arc when adjusting handles), which goes all the way back to asking for something that does exactly what you flag as a negative.
Seems to me you’re mixing a few things together here that needn’t be mixed, which is what makes the conversation hard to follow.
Distribution of time over the spatial trajectory of an object is key dependent, that I find useful and I like how reflex deals with it.
Tweaking of the handles in viewport seems rather ininfluential in keyframe heavy character animation to me to be honest, it’s nice, but nowhere as important for timing, interaction and simplicity as being able to affect the arc itself over multiple keyframes and the distribution of those.
For that to work handles need to stay derivative, and the price to get them freeform (unlocking/locking mechanism) is potentially a complication of a workflow that should remain simple to be useful.
So, what exactly are we discussing here? 