I think the main reason people are unhappy is because everything seems golden about the upcoming update, like "Oh the next CocoonJS launcher will fix the errors that are there!" and then when it has finally come out after quite some time, it's either not improved, or for my experience, it's become worse :(
I never have considered the people behind CocoonJS to be a terrible company or anything, I'm highly appreciative and never shown hate towards them... but I don't really agree with how you're defending them, and how you are you are generalising everyone as being ungrateful. You acknowledged one bug and blame everything else on people not checking their events, which I dunno, I would have thought most people would test on their PC via Chrome or something first, before going onto their phone and realising it's not consistent. Then again I can't doubt you, people may genuinely just be messing up in their code.
Saying "It's free, you don't have to use it", people are aware that CocoonJS is going to cost money in the future, but just imagine if it wasn't free and contained the bugs it does at the moment. Would be a pretty big ripoff to pay for broken software if you ask me. It's awesome that it is free for now ofcourse :P. Also most people rely on CocoonJS when it comes to mobile; iirc all the other exports and using the Chrome browser on Android aren't viable solutions and don't offer the same performance CocoonJS does, but CocoonJS does contain bugs, so it's a difficult situation.
I think it's best to think in the mind of an average Construct 2 consumer. You get promised easy mobile exporting stuff in Construct 2 via third party, but then this third party is giving something not exactly reliable (GOOD, but not reliable), and you don't really have any other choice. Some people need to get their game out asap and it would work perfectly when testing on a PC, yet when going onto CocoonJS, it would have glitches everywhere.
In my experience, I have 3 main bugs in my project that aren't present when on a PC, they all revolve around physics though, so it's understandable. I get the "Dynamics library" thing you mentioned if I export to cocoonjs, and if I preview over wifi, it crashes when physics happens. On the previous launcher version, I had some glitched up collision masks (it don't appear this way on PC at all) where physics object appear sinked into the ground. I also have bits of code that disable physics collision between a few objects, and it all works perfectly on a PC, but in CocoonJS, all physics objects would always collide with eachother. I'm aware that all my issues are not my fault. I can play on any browser just fine, but not in CocoonJS.
And also, it's a form of critisism to be angry at something. Not exactly the best critisism but it's still helpful nonetheless. Come the day where CocoonJS is spot-on perfect, people will do the exact opposite of what they are doing now and begin to worship them lol.