Legend of Dungeon’s article isn’t really that useful to us since he uses Unity to generate normals and calculate lighting. 
For such low resolution characters you can get away with very basic normal maps, and it should be easy enough to generate them on the fly:
//for each pixel in character sprite
//convert xy to range [-1.0 to 1.0], then half the result to reduce the effect a bit
normals.xy = ( (gl_FragCoord.xy / spriteSize.xy) * 2.0 - 1.0 ) * 0.5;
normals.z = 1.0;
For things like brick walls, a more accurate normal map would be necessary.
In my 4K game the normals are hard-coded. The brick normals are easy enough since the entire background is procedural, and the character normals use the code above.
I agree that an editor would be awesome. I have been thinking of that for a bit now… 
EDIT: You can get an idea of how normals are generated here: (not necessarily the most efficient GLSL code…)
http://glsl.heroku.com/e#5215.13