You can also inline the SVG code. Create all your text in Illustrator (or the new Animate) in a separate file then you can copy and paste into the HTML. In Illustrator, when you copy/paste text to your text editor like Sublime, it'll paste SVG code, not an image or vectors. The advantage to doing this is you're not dealing with a bunch of extra individual SVG image files, plus you can access the SVG code if you want to do things (like SVG mask effects, blend effects, and even using GSAP to animate portions, just add id's or classes, sorta like an instance name).
I'm personally not a fan of using PNG's for text content. 2X is still a tad soft on some newer ultra hi-res devices and doesn't render pixel-perfectly on all non-Retina displays and aliases a bit, plus dealing with spritesheets and their positions (when you need to update text) or having a slew of individual PNG files just doesn't seem efficient.
I think with hand-coding, after a while you begin to create your own "template" of things you use often. I'm talking even simple things like a text div, a button, and image scale effect and so on. Then these become items that you can copy, paste, and then modify – rather than retyping over again. Or even create a snippet in whatever app you use. The same goes for your generic code for structure, css, clickthroughs, GSAP, etc.
The area where hand-coding can be more efficient is when you get into more text-based banners or ads that are more templated (especially for programmatic) – and you do have the webfont or the image is the same size throughout. It's definitely much easier to just edit text and save a file. Or simply replace a rectangular background image by simply overwriting it (rather than opening a FLA, updating the library's bitmap, re-exporting, and saving again). Try doing that with 100+ variants in Animate and see if your hand doesn't freeze up from hitting command + enter a million times.
That's not to say that hand-coding is better either, so don't throw away your knowledge or stop using Animate either. The two points you mention are some of the main advantages to Animate, so is less QA. When you get into more complex things, such as character animation or complex masking, it's not efficient to try and do that stuff with hand-coding (there's a reason why apps like After Effects exist). The main disadvantage with Animate is when you get into rich media, responsive ads, or large units (large canvas's will run slow as sh*!, or may not even run at all) – definitely something to factor in when you have a mixed campaign with various ad slots, both standard or rich media.
Good to know both, and use whatever is best for that specific project –– but in both cases, use GSAP 😘