There is a trade-of with features and ease of use, if you want more features Juryiel you would have go towards a more native engine.
I have used AndEngine with the Android SDK briefly before switching to C2, it does many things great. But its a bitch to use. So while it could make a better game, but I could not (due to limited talent) using it. I could make a better game with C2, that's why I switched.
spy84 it's going to come down to HTML5 itself, other native engines work better for mobile gaming because HTML5 itself is still maturing, and as such its improving constantly. The question is why are you wanting to use a HTML5 game engine in the first place? Obviously for the cross-platform and browser-games. If you want something dedicated to mobiles, then yes, there are better options.
Edit: I see C2 as "having your cake and eating it too" for non-chefs, but we all know thats not realistic and it's more along the lines of "having a cake-like dessert and eating it too". Only that doesn't mean it's not tasty. For the real chefs, go native.
Edit2: As for complaints, I do it heaps too regarding CocoonJS, you can see me posting heaps about it, its lack of memory management, its horrid permissions, stupid blinking logo. I also complaint in the Intel XDK thread, the massive 25mb overhead, which is now reduced to 16mb, the sound bugs, which is now fixed. etc. Feel free to complaint but ultimately, you work with what you have and if you choose to go with HTML5, you will have to deal with the compromises but gain a very good easy to use game engine.