The intention is that people still be able to make games without writing any code. So tell me if you consider this simple enough to be similar to version 1's functions (that you say you like) and not similar to scripting -- change the key that is used to jump by following these steps:
1) Going to the Sprite Definitions folder
2) Opening the "Player" sprite
3) Go to the Rules tab
4) Expand "If Climbing"
5) Expand "Else (not climbing) if trying to climb up"
6) Expand "Else (not trying to climb) if standing on solid"
7) Select "And pressing button 1"
8) Drop down the list for the "Input" parameter
9) Select InputBits.Up to make the sprite jump when up is pressed instead of button 1.
All the rules on that sprite might scare you right now, like "I have to make all these rules every time I want to add a sprite!?" but don't worry. First of all, the player sprite is much more complicated than the average sprite. And second, you don't have to define these sprites from scratch if you don't want to. The player sprite in that project, for example, was imported from the sprite library, and there will hopefully be many more sprites in the library in the final release so that every useful sprite type supported by version 1 will have an example sprite template that you can import to use as-is or build from. The cool part is now you can make your own sprite types with whatever states and rules you want if you have an idea that doesn't match any of the delivered sprite types (assuming you aren't scared of the rule system, which is hopefully still quite a bit easier than coding/scripting). Whereas version 1 was limited to "Single State", "Left/Right", "8-State" and "36-State" , now you can make up your own types, and many more types will be available in the library.
The hope is that the names of the rules (like "Else (not trying to climb) if standing on solid" and "And pressing button 1" are plain-English enough that someone who doesn't know how to code will be able to find the rules they want to fiddle with and make changes that might get them what they want. The hope is that this rule system is about as simple as the special function system, but much more powerful. Let me know how successful that was :). Documentation might make a big difference here, so if you find anything particularly confusing here, let me know, and I'll try to remember when writing the documentation to make a note of it and go into more detail in that area.