It's so fast and just makes sense. Rarely if not ever feel like the C3 gets in the way of what I'm trying to do.
You could do something, a mistake happens, and 9 times out of 10, it's a random mistake you made, and if it's not, or it's a limitation, then you can often work around it with the huge variety of actions, conditions, plugins, etc.
Yes every software has its weird parts, or could improve somewhere, but I simply don't encounter this.
Multiplayer is a good example, it's my favourite plugin, I don't get all the buzz about it not being good enough or something. Even if the built-in sync stuff is not for you, then, you can do everything by hand anyway, we have the getbit/setbit actions, we have the ability send messages reliably or unreliably. Yes, again, always room for improvement, maybe room options or more properties for room info (such as name of host when displaying a room list), but guess what, you can workaround this and inject the name into the room name, and tokenise the room name when showing it to the player! Ahh this stuff is why I love game dev. Maybe to some it is convoluted, but to me it's adaptable.
Major kudos to Scirra team for what they've achieved, but I want to point out Ashley, Diego, and other past devs, because - it's clear that almost every game developer HATES designing UI, can you imagine how it must be making C3... that... Is incomprehensible. Not to mention the rest of the behind the scenes stuff like runtime, bug fixes, backwards compatibility, but, cmon, UI is notoriously hated. The level of patience they must have is God tier.
Also major kudos to the third party devs, unlocking even further usability within C3, effects, and things thought to be impossible or unlikely to see. I can't comprehend the work that goes in and will just default to "magic", undermining the the actual skill involved.