I suspect it is a bit of hyperbole on the part of the original poster. as Blender has had NURBS surfaces since.. well forever. However nurbs surfaces are very difficult to use in a reasonable manner. As a workable alternative Blender has subdivision surfaces. which as far as the end user is concerned are splines that actually integrate well with mesh geometry.
That specific quote initially led me to dismiss the thread as someone jumping in without understanding blender at all. But I read the whole thread. And my personal conclusion(which does not matter a snot with regards to blender development) is that the original poster wants some poorly defined property that existing spline implementations don't provide(I suspect that if I were more familiar with splines this property would be obvious) and most importantly is willing to provide the dev time required to bring it to blender. So as a occasional blender user I welcome improvements to splines.
In regards to modeling workflow. Realistically, something like blender is good enough for most projects. but my heart lies with constraint based pad and pocket parametric cad. it fits the way I think better.