So if it's possible to make in Construct, and reasonably easy to do so with a little effort, then why request it as a feature? I just don't see the reasoning behind it.
It isn't reasonably easy to do. If it was, I wouldn't be requesting it.
You can make a pseudo (fake) grid engine with a lot of work and a bunch of events where you manually have to calculate where the center of each square on the "grid" (each and every single x/y coordinate) is to move your character (which would likely result in an event sheet that takes up the whole screen) but that's just tedious and haphazard, and not to mention just isn't practical.
Also, that C++ and Allegro comparison that was made before is irreverent. If you were using C++ or any actual language, you'd be able to code an actual grid engine that loads tiles from a tilesheet, moves things according to the grid automatically, etc.
Construct by itself does not have that ability unless someone codes it in via the plugin SDK or editing the source code.
Since I cannot code, I am requesting that someone help out and add this functionality.
And that's what should happen. I don't see why anyone is objecting to as basic and essential as this. Even MMF has a grid object.
If you won't use it, then fine. Don't use it. I actually think you need it more than you're realizing.*
And about the rest of what you said. I'm not saying for Construct to make a game for me. I am saying that there is no way in hell I can learn something such as C++ and believe me I've tried. I need menus to click on, I cannot remember syntax or languages for the life of me. Call me lazy if you want, but I am not going to learn C++ anytime soon.
*Edit: Another thing you might not realize is this. A Tile Grid object can directly be used to make a level editor for games. In fact, by requesting this, you are also requesting the ability to add level editing to games. If you've used MMF before you'd know that it's almost essential to have a grid object for such a thing.
If you're not familiar with what I'm talking about, The way it works is. The user uses a preset series of parts (different tiles for slopes, straight surface, etc) to create a level. The data of where each tile is stored and which one is used is stored in an INI file which then can be distributed as the level. Then through a series of events, the grid object loads this data and arranges the tiles accordingly to each square where they were originally.
This is one of the many uses a tile grid object has. It isn't something you can just make up in the event editor. You may be able a pseudo tile engine for an RPG or haphazardly for a strategy game (like Advance Wars), but not everything else it is capable of doing.