Ashley - anything you can do to support amateur sdk devs is going to make things easier in future, for sure.
I must admit that I am a little intrigued as to what sort of copying of plugin code has taken place so that it makes you so against granting access to any plugin code now. Why did these devs who came to you with their dramas of failed plugins not just roll back their version of c2 so everything would work again - why make scirra responsible for un-f'ing a 3rd party's lack of support? Most pros, I understand, lock their design environment to avoid these inevitable catastrophes. Why should it not be the same here?
Making plugins for c2 and c3 is relatively complex, compared to Godot and Unity, for example. In Godot, having never used Python before, I made a sine plugin equivalent in a couple of hours. Except that it was more powerful :p. However, my point is that there's an order of magnitude of difference between Godot's documentation and that for the c3 sdk. And Godot is free (and, I know, supported by a lot of devs...). If you're going to restrict access to plugins then that requires the sdk documentation and the example library to be vastly improved. It's not all about me, I hope, although I feel like a bit of a lone voice here. So maybe someone else has an opinion on this as well? I am no asking for you to support only me..!
Many of the awesome plugins we have would not have been possible without such a preview of plugin code: off the top of my head, I imagine that Canvas, jcw_Trace and most of RexRainbow's plugins would not have been possible without other c2 plugins being human-readable, but I could be wrong.... I feel that this restriction will sacrifice the creative, just to avoid giving support where I think you shouldn't be giving support anyway.
And - to alternatives, I just re-read your answer - us amateur devs don't know what's available in the runtime if we can't find out about it. So, you're unlikely to get questions about alternative methods because, forgive me, often your response has been that you don't see the need for them. And many of the more creative plugins were created to fill gaps in the official plugin list. For example, raycasts were asked for many times and you never saw the need; IIRC you stated that we should just use a sprite (! - what about collision point and normals etc?), then jcw_Trace came out. But, considering Trace, if you decide to change the
collision_poly [/code:35q8qusg] variable to something else (completely in your remit, it's not in the sdk) then that would probably break the only raycast plugin we have (and all of my plugins too...). My point being that just because you don't see value in a plugin or feature does not necessarily mean that there is no value in it to many other game devs.
And, so, it becomes complicated. Because I am asking for access to methods in the runtime that you may not want to grant access to. So, I say, rather than hide these runtime contents and changes - they should be published and open (as part of the sdk manual?) so that anyone with half an hour of JavaScript could fix changes to an open source plugin or, more importantly, a dev could fix their plugin to keep up with scirra.... If the runtime was open (not open source), and that includes the plugins, then you'd probably find sdk devs swarming here. And if you had a roadmap then sdk devs could anticipate affecting changes instead of being reactionary...
I think I've said way more than I expected - so, apologies for the diatribe... and I hope it does my point justice.
Far, far longer than I hoped...