I understand, thanks for commenting. I'm not sure if it's the right direction to go in anyway.
It would actually be better if we had a generic "Object" object, to which we could add sprites, dictionaries, arrays, and such as components.
The families system is a little awkward to use, but using multiple families and sticking many objects in several of them, I can make a system that isn't too ugly, and allows for relative easy creation of AI. But this kind of falls apart when I'm trying to basically custom make a container system for half of my objects with events.
For instance, let's say I have a family called "friendly". Each object in this family has a nice pre-defined polygon used for collision, however, during certain circumstances, I also want to have each "friendly" use a second, and different collision polygon. So, I make a second transparent dummy sprite with a different collision polygon, and give it the "Pin" behavior. Now though, I'll need to create it each time an instance in the "friendly" family is created, pin it to that instance, and then destroy that same instance, if the "parent" instance is ever destroyed.
One might look at that and say, "I don't see the problem, it looks simple to me.". But that kind of "fix" is rather ugly because it piles on top of other little "fixes" scattered throughout the event sheet. And also, it's likely not very optimized if you want to have a layout with a few hundred objects with even simple AI running.