My two cents on this : )
(pretty important: Please don't jump to conclusions before the last sentences)
Around me, in small or huge game studios, C2 is considered as the best tool for prototypes.
But absolutely not as a real game engine with which you can stick for your full game.
Other devs and me are pushing C2 to Steam releases, major gaming news websites, +150 000 views on some youtube videos, etc...
But this doesn't change anything: when I'm asked what will I do for consoles, I'm answering I'm looking for someone to recode the game from scratch using Unity or Gamemaker. The key word is "from scratch". A port asking for some efforts is normal, having to redo all again, quite depressing.
Publishers are sending emails with big money for Penelope on Sony consoles, and I can't say yes because of html5. With an exporter in any other language, I would be rich now (no kidding). So, I'm stuck, and I know I won't use C2 for my next project (and you can't imagine how it breaks my heart.)
C2 will always be the most brilliant engine I know, I'm in love with it, but due to the "team" size, ressources, and its audience (mainly hobbyists with no need for consoles export), it will stay, indeed, the best tool for prototyping. Nothing less, nothing more.
Now, should I ask again and again to Scirra to do something about it? I'm not that sure anymore. Using C2 to make deep, full games is kind of a hack.
This software is made for people to craft their first games. This is not sold as a pro framework for studios. The tone of the last promotion video is very clear on this.
I sincerely wish the best to Scirra, and I really want them to live long.
The step between GM and GMS has been to hire many, many, so many people. Last time I checked, they were nearly 50 people in there. You can't ask Scirra to do the same if they don't want to. There is nothing in the middle, it's either you're an army and can provide support for all platforms, or you're a few guys and stick to your niche audience.
Making a niche game for a niche audience myself, and not wanting to grow a bigger company, I fully understand the Scirra's choice to not produce and support complex, expensive native exporters. Even if it makes things complicated sometimes.