Have you ever tried the Editor? It's far from as easy to use as Construct's in my opinion...
I think there's always a tendency to look for the "perfect engine". It happens on every user forum of all the mentioned software packages that i've ever been to. There are always things that could be better or optimized etc. I think there are a lot of people who never start actually making a game, because they keep looking at different game engines every other week. I know i had that problem for much too long. In the end what counts is, which tool makes you actually realize your project the quickest and most convenient to you, which is very subjective. For me PERSONALLY i really always came back to C2 because i didn't see any other program, where i could get something done so easily and still remain a great deal of flexibility. So i'll stick around for sure and i'm looking forward to see what C3 will offer
I agree. I explored a lot of 2D engines, nearly a dozen, and Construct 2 became my preferred engine. They all had pro's and con's, but Construct 2 was the most appealing to how I think about problems, design, and allowed to me to see all the info I want in a user friendly way, the relationships between conditions and actions, level and asset organization, etc, it was just the best fit for me. I hadn't been terribly concerned with "native code" to begin with, but wherever performance *might* suffer, it seems to also be far more consistent and reliable than other software.
GM:S gave me a game that worked moderately well on PC (minor collision issues not dissimilar to ones I've had in Construct 2), but was completely broken when the same project went to HTML5. I don't even know how to identify the cause or come up with a solution for a problem like that. And at the end of the day, every minute of time spent exploring how to get around those problem in one engine, is the same amount of time I could spend resolving issues in my preferred engine. At some point, you need to move from a Jack of All Engines, pick a lane, and commit to development. It was a hard lesson to learn. And sadly, one I still can't take full advantage of, since I have to teach in one program but prefer to create in another.