Thank you for explaining me nested layers! I can think of some uses, especially for masking purposes, or for applying effects targeting multiple layers. Still, the problem with "Layers" in general is that they stack on top of each other, no matter what, so they are bound to have "ordering" limitations.
Let's say, for example, you have 3 layers stacked/nested together. You can manipulate them just fine, however, what will happen if you have one separate layer on top, outside the nested group (a 4rth layer), and another layer on top of that (a 5fth layer) that also needs to behave as nested with the first 3 layers for some reason..?
I stumble with this problem all the time with After effects, where I want to precompose some layers that are spread within the hierarchy (have other layers in between) and it simply doesn't work. I have to resolve to several copies and procompositions. The same happen when masking with "track mattes", I have to duplicate the matte layer for each other layer I want to mask in/out.
This is where I think that the vertical workflow of the layer basted system is very restricting, while a non-linear, node based one has very advantages, especially when reusing the same nodes.
But enough with the After Effects analogy-rant! Unless it's time to re-introduce the request for a timeline within Construct, in that case, I will continue referencing AE, perhaps even Flash
As for the lighting method I propose, well, I left this vague on purpose, because I don't really know how it should work ! It will depend on the technology that will be used for the Lighting system, I am sure it has to be something more complicated than drawing and overlaying some shaded polygons, since it will have to respect multiple light sources that in return should interact with other light's shadows. And it should be fast! I'm thinking that you should be able to lit an entire level just with lights!
I have no idea what libraries can do that, so I don't know how they will work, blend together or whatever they might have to do. What I wanted to depict is the workflow and how lights should affect other light's shadows and bump-mapping, with just a few clicks.