I must echo what zenox98 said - we don't mind discussions on the forums about other tools, or even any perceived shortcomings of C2, but it cannot resort to personal attacks or aggressive language.
FWIW, I'm pretty sure the issue of the wrong canvas size in Safari is also an iOS/Safari bug, and similarly I've reported it to Apple and put in a workaround for the next build. However these workarounds really are hacks - to give you an idea how flakey they are, another issue with the iPad Pro actually ended up being a years-old performance hack for when the iPad 3 first came out - exactly the same kind of issue where it's a problem with iOS or Safari but we find a way to circumvent it - which now was causing a problem on newer hardware. Hopefully this demonstrates my scepticism of our own workarounds for bugs in other software - when the problem is not with Construct 2, the best we can do is paper over the cracks.
Other than that, I've seen long rambly threads like this crop up from time to time over the years running Scirra: someone is annoyed by some various issue (which in this case I am pretty sure is ultimately not our fault), then everyone piles in with their concerns and inevitably the spectre of other products is raised. We know Construct 2 isn't perfect, and nothing ever will be, but we do work super hard to make things work and make the best of the technology we use. For us the main point of Construct 2 is the event system, so remember if you're looking at programming-based tools it's really a whole different kind of product in my opinion.
Also FWIW, Classic had some cool advanced features like mesh distortion, and WebGL can do that but not canvas2d. This is the main reason we've been holding off more advanced rendering features. According to webglstats WebGL is closing in on ubiquity. To give you an idea how far things have come, when C2 first launched, WebGL did not exist. Only Chrome and Firefox ran the games at all, and with a software-rendered canvas2d that could only do 30 FPS on a high-end gaming machine. We got a lot of flak for not choosing Flash, and there were a bunch of threads like this over it The fact we're now talking about ubiquitous WebGL is pretty amazing. I think 8-10% of users still don't get WebGL (higher on certain OSs/browsers). Inevitably, it will reach some threshold, I don't know where to set that but I guess 98% is a reasonable one, where we can just entirely drop the canvas2d renderer and go full steam ahead on WebGL with more advanced features including all the stuff our old native-based engine did. So no shortcoming for being HTML5 there, especially with WebGL 2 coming. Also I must throw in yet again: WebGL gives us the same access to the GPU as a native app, and many apps are bottlenecked on GPU rendering, so no loss for being a web-based engine in that regard either.
Construct 3 also changes a lot. Not so much in the runtime, at least at first, but the editor is being completely rebuilt from the ground up.