AppMobi also has this problem, probably because also using default browser. I think this is huge, 300 images per game is very limiting, imagine you have 50 objects (which is actually very little for a medium sized game) - every of these objects can have only 6 frames of animation. another example (more probable) - dice game - you are throwing one die, there are 6 possibilities, but you need to animate the throw, assuming every throw has 30 frames (one second, fluid animation) - and you've eaten up 180 frames, you're left with 120 images to use in the whole game - gui, background, buttons, etc. and that's very little. I personally think that loading images per layout should be next milestone for construct as it would eliminate this problem if I keep my frames per layout resonable :)
Also, strange thing, this problem occurs only in first load, so it happens like that:
1) build, install.
2) first run (if over 300 images, hang)
3) press back button (exit app)
4) second run - work fine, until...
5) random hang (probably random image trying to be displayed, but due to over 300 (9000? ;) images, that one is not loaded)
again pretty please for per layout image loading Ashley :)