Stuff like units pushing out of object, to be used in games like rts or hack and slash etc.
This type of problem is incredibly difficult, period. No matter which framework, technology or approach you use, getting a large number of moving objects to move co-operatively is very tough (I've tried!). This is not really something someone can just whip up a quick plugin to solve.
As for other suggestions, I'm always curious to see concrete suggestions for features and the use cases you could use them for. We're always trying to hit a balance between making it easy to get results, but avoiding cookie-cutter engine features. Sometimes people are looking for a built-in feature to implement a large portion of their game logic, but that's not our intent. For any logic specific to your own game, there is no substitute for events. I don't think it should be viewed as a failure of the product if you have to use events, that's actually part of the design.
Also i think C3 should go full on WebGL. Sorry to say this, but forget about canvas2d, there is really no point to have it. It makes everything more complicated than it should be.
I agree completely! However around 10% of desktop devices, and maybe more like 25% of Android devices, still don't support WebGL. I'd love to ditch the canvas2d renderer but I think it's just too soon, I think we need closer to 95% support on all devices.
I'd be happy with some memory controls, load sprites into vram, unload from vram, giving the developer more control (optional) over this is required for very large games to run well on weaker hardware.
The engine already does this automatically on a layout-by-layout basis. The problem with adding more control over this is you create the opportunity for mistakes in memory handling to actually make things worse and use even more memory, or you rely too much on mid-gameplay texture loading which can cause serious jank, which is something everyone wants to avoid.
[quote:2grxwa81]The biggest limitation I see currently is single-thread logic.
See Why do events only run on one core? The blog post goes on to detail many features which modern browsers (and our own engine) run multithreaded.