I do think that this setup will cover a majority of cases. One action can contain a lot of information, that you could "parse" with your own logic. Or you could use the Array Object, fill it with data:
use Action1 = "array" and
Action2 = array.AsJson
and then on the receiver side write the logic:
CrowdGaming.ReceiveAction1 === "array"
Array Load From Json CrowdGaming.ReceiveAction1
You could do things like that to send and receive whole objects, but that is more for turn based games than platformers of course, because of the data size.
That said I would love to hear more thoughts and ideas. I could add a "send custom actions string" Action that you can use to send anything you want and then also a simple receiveCustomActionString expression that would be filled when On Customer Action String is triggered, for example.
russpuppy could you PM me your email address, if you havn't allready and I'll add you to the list of beta testers.
I have finished creating the first version of the plugin and I have also converted the example games and example controllers to use the new plugin. I will test it a bit more and in a best case scenario send out a the beta version 4 pack to day, otherwise tomorrow.