I did see that but I'm not sure how beneficial it would be - note this remark from their blog post:
This feature should be used sparingly though - compiling too much will consume time and memory!
The default mode of JavaScript engines is pretty great - it starts interpreting instantly (no long upfront compile times like many other tools), and it observes the hot paths for the specific project being run and tiers those up to more optimized code in real-time, so only the things that matter get highly optimized. I suspect after a few seconds of looking at a game's title screen much of the engine that matters has already reached full optimization and so everything already runs great once you start playing.
Eager compilation of the entire engine, including all the startup code, rarely used bits, etc. could actually delay optimizing the parts that matter and so have a longer period of poor performance at the start of the game. For example if a game does not use mesh distortion, but the JS engine is asked to eager-compile the mesh distortion code in the engine ahead of the code for rendering sprites, then it's actually made things worse.
I suspect things like this are better for web page load performance where people are more sensitive to the time until pixels appear on the screen, and the page provides more context about what code is likely to be run. General purpose tools like Construct tend to have a lot of general purpose code, and each project uses a different subset of that, so it doesn't sound like a great case for eager compilation. Still, you could give it a go - export a project, put the magic comment at the top of c3runtime.js (or c3main.js, depending on your export options), and see if it helps much!