Reference pic for those who don't know what feature I'm talking about:
This is how the sprite's animations were arranged in Construct. It essentially automated the process of having a different animation for different angles, so you didn't have to have a separate event (or series of events) comparing the object's angle and telling it what animation to play for every possible direction. When told to play an animation (e.g. "Default" in the above pic) it would automatically play it at the closest available angle to the object's actual orientation, i.e. if the object was at 30 degrees, it would play the "Angle: 30 degrees".
Mind you, you didn't have to have an angle for every direction as the engine still allowed dynamic rotation independent of the sprite's animations, so if you had a top-down view game or some such you could still have smooth 360 rotation. On the other hand, if you were using sprites for a 3/4th or isometric view, it would come in handy. In any case, I feel this feature is something C2 should definitely have as it can make a big difference in the product's ease of use and appeal to a much wider audience, especially newcomers to the genre. Back in the day when I was just getting started this was one of the features that won me over when choosing between Multimedia Fusion and Game Maker, and why it was so easy to hop over to Construct afterwards. In fact, C2's conspicuous lack of this is making me wonder whether it was left out for a specific reason, or is it just stuck on the back burner?
Anyway, tl;dr make Construct-style directions for sprite animations plz.
PS. While looking around in C2 I found that you could add subfolders in the animations bar when editing sprites and sort animations into said folders. Are these purely for visual organization purposes, or can I somehow call on these subfolders in the events system?