Not really. Including the UnityEditor in your build will enable you to run command-line arguments, but it’s not really something you can directly communicate with and control externally- if anything, it’s a modified startup and execution procedure. In other words, you can have several static functions that each do different things depending on the parameters fed in with the command-line. The Editor will run/open, execute the selected function with the parameters given, save the results in some way, and then usually quit. This can be useful for building things like AssetBundles remotely with a single detailed command, or feeding it instructions from an XML/YAML options file or something. Start, execute function, store useful results somewhere, quit. Then your other application/s, or the game you’ve built, whatever, can use that file with the stored results.
In order to manage functionality that requires a lot of back-and-forth, you’ll need to set it up as a server to receive TCP/UDP connections, probably using sockets- making it similar to a multiplayer server. You can check out any tutorials on multiplayer with Unity, and most will have helpful information with this usage if you really want to go in that direction.
It still won’t really let you use things like the terrain tools in built games though- those tools really requite the scene view interactions to use, and at that point it’s the same as just telling users to use Unity directly. It’s not viable there.
That said, I’m a bit confused. The video you posted has nothing to do with terrain tools- it’s completely flat, and painting textures on top can/should be done using overlays (much like decals). It uses a grid system, and the Unity terrain doesn’t natively have support for that kind of thing. Your “terrain” wouldn’t really be Unity terrain anyways- it’d all just be built on top of Unity terrain at best, or just using a quad instead if you don’t need the heightmap information.
If I were you, I’d drop the notion of using Unity Editor tools directly in your level creator- you need to use/make tools that are usable at runtime instead. Modifying heightmap data for terrains is perfectly possible at runtime, and there are no doubt plenty of tools around to help with that if you need it. If you do things like the video though, you don’t even need that- there’s no heightmap data, and so no need to use Unity terrain to begin with, much less the Unity editor.