....to say you couldn't create your own physics with events is not true.
Your earlier point about making Mario with platform behaviour was valid, and I haven't tried so it could not only be possible but relatively easy to do now I think about it.
I disagree about the physics, though. My game uses the physics engine and I find the limited access we have to box 2d api to be hugely frustrating - no kinematic bodies, many joint types absent, no raycasting or slope normal / collision point, even though many if not all of these are in the plugin code, you just cannot access them via c2.
As Ashley says, I realise the engine is a compromise to please the vast majority. IMO it's just that in some cases the vast majority don't stretch these plugins, so the majority are more ambivalent than pleased.... — said it very well above; my frustration comes from being limited to what the default behaviors have to offer because there is no access to more complex features like collision point - stuff you need if you're going to code your own behaviour modification using events.
Overall I'm very happy with c2!! I'm just a little concerned that focusing on c3 could put adding features like better/deeper plugin access so far back that what we see now is what we will have in another 2 years.