Ah, a 2 vs 3 discussion... let's get the popcorn out.
Actually, probably not. I've always felt in the end (discounting the, let's call it,
cosmetic updates in 3) that the Sims 2 and Sims 3 are equals. It all comes down to which gameplay style you prefer--the more micromanaging dollhouse of 2 or guiding a household in the more simulated world of 3. Truth be told, I hated the gameplay in Sims 2, but then I didn't realize that until Sims 3 came out. So most of my Sims 2 time was building as well. (Albeit, my building ability back then was fairly unskilled and terrible.) That being said, building in the two are very similar, but Sims 3 does have some notable additions.
Beach lots are definitely a thing in 3, but like Volvenom pointed out, they have been somewhat problematic to share. Swimming in the water of a beach lot came late in the expansion cycle of 3, but at the same time added functional piers for small boats and houseboats. You can make completely underwater dive lots and islands (see
Crowkeeper for a few amazing island lots.
simsgal2227 has a couple as well).
Apartments are a slightly different breed in 3. Instead of providing full units for multiple households, you build one unit for one household and other units (off limits to the player) are behind NPC doors. Those units are "filled" by townie/service sims. Pretty sure the change is due to the resource sacrifice of the open world in Sims 3.
luvalphvle makes wonderful apartments. I don't actually play with apartments much, but they can have some wonky quirks. (I wish is knew how they were "buggy" in Sims 2 to compare better.)
Now I never delved into world building in Sims 2, but there are two sides to world building in both. Create-a-world (CAW) in 3 is an amazing and powerful EA-provided utility that is fairly easy to use, though extraordinarily time-consuming to master. Its possibilities are near limitless. See
Nilxis. His current
WIP is just jawdroppingly outstanding. Heck just check out the
Sims 3 Store worlds for the variety available. However, internal (ingame) world building is almost a bit more limited in 3. While in 2, you can pretty much just toss down new lots of whatever size on any stretch of road, in 3, you are best to stick with the lot space already provided. There is, though, an internal tool in 3 that lets you freely place new lots, you are often restricted by the routing data and it's a bit finicky overall. (More on this stuff later.) Also lots in Sims 3 are always at least one tile apart, so no "connected" row houses.
Hood/game corruption... I'm not an expert on this. Corruption can happen in any game, but I would say, in general, things are better in Sims 3. I think this mostly comes down to how sims data is attached to sims and lots and whatnot is handled differently in the Sims 3. You are not gonna corrupt your game by deleting a sim, or families from the bin, or lots from the bin, or moving an occupied lot to the bin. There is always a new game state for neighborhoods in Sims 3, unlike Sims 2 (if I recall correctly). I can't tell you how many times I f'd things up and had to completely reinstall Sims 2 from disks... I have only ever completely reinstalled Sims 3 when I changed computers... (Granted I was somewhat internet limited during periods of Sims 2 and was unaware of anti-corruption "rules".)
Ah the shortcomings... without delving into gameplay, object, or mechanics differences too much, build-mode-wise there are not many I can think of. The most notable is the level limits in Sims 3. You have 5 (and a half (you can put halfwalls, fences, and furniture/objects on the roof of the 5th level)) levels above ground and five below ground. Those 5 levels above do include the foundation level (which can be you Sims 2 style basement (always a favorite of mine). So essentially, your level usage is a challenge of efficiency. So making that CFE-short dummy level between floor is a sacrifice. Building on a foundation is a sacrifice. Not to toot my own horn, but I like to think that I am
really good at squeezing all the potential out of the level limit. It's forced me to do some serious pre-planning solutions on certain builds with creative leveling shifting. It's a puzzle/challenge that I've learned to love. But skyscrapers that use every floor, not gonna happen. You can make skyscrapers with some extra tall CFE dummy floors (elevators will still work with nothing extra needed) and creative wall covering, but still limited to the five levels. Precision terrain editing with clicks is not present in the Sims 3 in the way it is in 2. But there are CFE workarounds for most of that. No connecting columns. Not really two-story doors and windows. (I say not really because there is a two-story barn door in the Pets expansion, and I think there is a essentially a multi-story window and a two-story door from the Store.) No completely adjacent lots for "connected" buildings. Transparent cc floor tiles never came to be in 3, as well. So your weather-proof CFE greenhouses, skylights, and biodomes, just won'd happen. (That is if I understand that they can be CFE'd correctly.) The platforms in Sims 2 are foundation height, but only one step high in Sims 3. They are not as versatile in the Sims 3, but still have some uses. Your L or U shaped stairs are gonna have to rely completely on CFE. (I still, to this day, miss Sims 2 style platforms.)
Otherwise the systems in 2 are pretty much the same in 3. Roofing, walls, CFE, terrain--all mostly the same. Object placing has a bit more versatility, as diagonal positions are there without cheats. And on top of that, I have had almost zero problems with sims using furniture off grid and off diagonal (with moveobjects on cheat (MOO)). So I guess that's just improved routing stuff. Connected items (counters, sectionals) can be a bit wonky on the diagonal though.
Delving into a gameplay/mechanic change, there is something I want to mention before I start lauding the awesomeness of Sims 3 additions... The environment need from Sims 2 is gone. Embrace the cheap, minimal, spartan, and ascetic! Hooray! I mean, you can make a frugal sim in 2 that you want to like and live that way, but their environment score will tank and they are gonna hate it as much as the most greedy and superficial sim. There is no penalty from having the cheapest stuff around. Granted from use, inexpensive items can result in mood lowering moodlets (slept poorly, stale refrigerator food, uneven cooking, standard def television (gasp!)). And cheap items are still more prone to break. But your environment score won't tank because your dining room is a gigantic white modernist void with only one (artfully arranged) single tile table and a solo chair. It just makes large open rooms/areas way easier to manage. (Of course, there are still all the benefits of having expensive stuff. Beautifully decorated!)
There are two game changers (or I like to think so) that Sims 3 added to building. Create-a-style (CAST) and open world.
As you probably know, CAST lets you change the color and texture of almost everything. No need for CC recolors, the versatility of
everything goes up by like a thousand. Creative CASTing along with MOO cheat and bits have new usages. It's funny, but this thing that I love so, so, so, so,
so very much about Sims 3, I honestly have a hard time figuring out where to start to describe just how great it is. It is just such a powerful tool that can let you do so much. So much potential everywhere. In my opinion, there is a special layer of damnation for Sims 3 players who don't use CAST. It is that much of an awesome, blessed thing, that non-use is an affront to the divine. :P
(A bit of an example that I have thought of recently. So Zarathustra is working on his campus sub-hood, which looks amazing. But I keep thinking how much being able to CAST his grey stone/brick buildings ever so subtly to varying grays would make it all the more awesome. A later addition or a newer building becomes instantly recognizable with a different texture or a lighter shade. It could break up the sameness, but keep the uniformity.)
Open world is primarily a gameplay aspect, and its influence on building is less pronounced, but still there. Take for example beach lots. The bounds of a lot a house is on may not extend into the water, but wander ten feet off the lot to the shore (without a loading screen or weird time thing) and any house is a beach lot. The way the world and lots can integrate together changes how you approach builds. You don't necessarily need to provide a food option on a community lot when the the lot next door does. Almost every house I built in 2 had a home gym, almost never now in Sims 3. The views, orientation, and overall location to other lots matter. That cliffside house with panoramic views over the town has a lot more impact. Lots don't have to be placed next to a road. A quiet fishing spot can really be tucked away in the middle of nowhere, off the beaten path. But there is a bit of a give and take. You lose the Sims 2 animations of getting into a car and backing out, but you can put your garages anywhere you damn well please now. Of course pairing this all with CAW is all the more freeing, so you have have your garages face the "alley" behind the house.
Tomb building with the World Adventures expansion is still a wholly unique thing. Often goes by completely forgotten about, and I think there are probably aspects of it that have never been fully explored despite being the first expansion. Build mode is a "level editor"--place traps and puzzle for adventurers to overcome. Rather neat, but situtational.
I think my brain is dying a bit, so I'll wrap things up.
In my opinion, as the Sims series currently stands as a whole, the place for lot builders is the Sims 3. BUT I think the main decision between the iterations should be based on what your preferred gameplay style is. And as much as I love the Sims 3, you really do need a significant amount of the expansions to get the most out of things, and I'm not gonna tell someone to make that kind of financial commitment when building, really, is just as fun in the Sims 2 (and even Sims 4).