I still love CC, but I'm somewhat afraid to go on with it with the chance that the project may become dead sooner than later (or as I see it anyways). The main hindrance to CC going forward is, seeing that it was made by still-learning college students, that it is clunky and not very flexible (outside of plugins, I mean).
-The following is not directly addressed to you, but is more a general summary of experiences and thoughts-
I wouldn't look to much forward. Take the actual copy of CC and stick with it for the whole project. Use workarounds for missing features or bugs and do your project. Besides many complaints, CC is stable enough to do extensive projects. Add 's' and Python, and there is the flexibility.
From my experience over the last two years I learned that many, if not most, of the rumors about instability or some bugs are in fact just misuse of CC and its tools. For example, there are lots o people having problems with XAudio2, although it is rock-solid and a workhorse if you just learn about the principles. Or saving projects: why is CC to blame if I save half a million times to the same file and suddenly have a corrupt file? Or the neverending story of grid based tile editing: CC has a completely different approach, still so many complain that it isn't comfortable to work with grid based tiling. The answer is so simple: Just don't do it. Every tile grid construction can be realized much easier and more comfortable by layering object based tiles. It is as if people would drive a car and complain that you can't use a saddle.
Some features never were finished and that's sad, but it doesn't prevent projects per se. For example, the file object is a mess, but 's' offers more than enough to compensate and create your own file format. With Python you can even go as deep as writing bytewise to your files, if you wish so.
Shader effects, one of the most powerful features that CC offers, are very rarely used. They can give your project this wonderful final professional touch.
The event system is not just one of the most flexible solutions when trying to give a simple usage for beginners and still let the advanced ones go in-depth (just look at Quazis unbelievable completely event-based solutions to some of the most difficult programming algorithms), it is also very fast. But again, people complain: Heya, it is not as fast as C++. Well yeah, it isn't that fast, because it is much more comfortable to work with! Comfort always costs speed. But I have yet to see just one game that really hits the speed limit (no, I don't accept 3D-baubles, CC is a 2D game maker)
In short: Don't hesitate, just do it. Make optimal use of hardware acceleration and fine tune your project to have an optimal balance between cpu and gpu load. Save often, but use a thoughtful save system (save to new files every x times, make backups and store them on different physical devices plus internet). If you don't demand something CC wasn't meant for, it will work. It will.