Construct now has its own tile map editor so its probably best to switch over to the official plugin since your only making a platformer (it doesn't support isometrics,etc..). Also the reason why Ashley is asking to remove the third party plugins is mainly due to the point that you would have to download them just to run your capx, which is kinda bothersome. Also wouldn't it have been alot easier to just form the platforms in a paint tool then just place it on the canvas instead of using a 3rd party tmx plugin? You will still save on memory usage, if that's what your worried about in the first place.
I understand the concerns with using third-party plugins, but they also extend the functionality of the core software, which is why lots of programs support them. The built-in tile editor doesn't have the featureset I require for my purposes, and using plugins/external software in any development is pretty normal. I'll make up a simple example that shows the issue as well, as the issue is not inherent to any plugin usage, if that's the only way to get the issue looked at.
Using tiles significantly reduces level build times and, with smart use of pre-comping tiles that are just graphics onto one Canvas object that can have its resolution set at runtime based on available memory or user input, memory usage isn't really an issue and not what I'm worried about.
What I'm worried about is in the first post of this thread, which is that my platform guy falls through jump-through platforms if the collision polygons are sloped and he's approaching from the left and going uphill. I'm also wondering why collision detection seems to be different if the player is moving left or right. These issues will exist even if/after I switch over to the new native TMX importer.