I believe a mesh approach instead of a curve approach will be faster. This is my final result:

The Procedure
Delete the default cube by keying X to open the Delete menu and keying Enter.
Shift + A > Mesh > Cylinder adds a cylinder. S, then Z, then 3 scales the cylinder up on on the Z-Axis by a factor of 3.

Tab into Edit Mode. Place the cursor in the middle of the tube but to the right side, a few pixels to the right of the red arrowhead shown in the above image. To add loopcuts so our mesh has both more detail and square faces, key Ctrl + R, then 28. Do not do anything else. Your mesh should look like the following. Note the pink loops around the circumference.

Key Enter, then
RMB immediately to confirm the loopcuts in their default position. Use Alt +
RMB while hovering the cursor over the topmost edgeloop to select it. Key O to turn on Proportional Editing and set the Proportional Editing Falloff Type to Sharp (
in the 3D Viewport Menu Bar). Proportional Editing will allow us to move multiple edge loops at once in proportion to one another. Key S, then Shift + Z, then 1.5, then
MW scroll up until you have a white circle about the size shown in the following image (6.12). This will stretch the top of the squeeze tube outward giving it its distinctive curvy edges.

Confirm the scaling with Enter.
Key S, then Y, then 0.03, then
MW scroll up until you have a white circle about size 9.85. Confirm the scaling with Enter. This will thin the top into part two of its distinctive shape, shown below.

Key E, then 0.4, then Enter to extrude the top of the squeeze tube up along the top face's Normal. This gives the tube its heat sealed top thing. Key Ctrl + Tab, then 2 to switch to Edge Select Mode. Use Alt +
RMB to select these edge loops:

Key Shift + E, then 1. This Creases the edges so that they stay in their modeled position during a Subsurf operation, performed next. Tab out of Edit Mode. Go to the Properties panel > Object Modifiers tab and add a Subdivision surface and Edge split modifier, shown below. The Subsurf will smooth the mesh, while the Edge Split will retain hard edges at the Creased edges after Smooth shading the mesh, performed next.

Go to the 3D Viewport > Toolshelf > Tools tab > Edit dropdown and select Smooth shading.
Here is the .blend file:
