Watching this thread from page 1 to 30 I concluded that Scirra should make an official "tutorial + capx + Android PlayStore published-proof-game showing the "best way" to export and publish a game that platform. (The rest of the many other platforms for another day).
For example using their "Space Blaster" game as the game to export. But optimized for moviles, giving info about important optimizations to target that platform (Android).
Then you have the same game, one made for desktop and one modified with any optimization needed for you to compare and learn.
This example should be able to be downloaded from the PlayStore so we can see that "It can be done" right there in our moviles.
We can then test performance and reliability knowing that every step in the process, from making the game, to the exporting was made as it should.
If all this is made by Scirra it will give confidence to viewers and customers, much more if the same is made by any other user (I know there's already exporting tutorials made by users).
I'm not discouraging user-made tutorials about exports, just saying that and official tutorial will do a lot to proof that it can be done and at the same time mitigate any "you made it wrong" criticisms. Then if you try and fail for whatever reason, you have a reliable source to check the process. And you know that the export isn't just plain broken.
This should be done with all wrappers/exporters to all supported platforms but, at least, one platform should be tackle.
I read the entire post, found valid points for detractors and defenders of Scirra course. While both sides can be right at the same time I saw that there's already games made with Construct 2 published at Steam, Android PlayStore and Windows phone.
So I can't believe that exports can't be done. At lest to Android phones and desktop with good enough quality and performance. At the same time some rough edges are undenaiable but, at least to me and seeing games released, are not a brick wall or a reason to say: "It can't be done".
Testing games released on Android (made with C2) i found that they not only worked fine but also worked fast.
I tried games made by — like "Firewall: Puzzle Shooter" and "Ninja Legacy Lite" in a Samsung S3, a Samsumg Galaxy Y Young and an Android tablet "MD7096" wich is so patetic that can only be released in Argentina (cof.. cof..). Anyway, in those devices, witch only one can be considered fast, all games worked well and fast.
I showed those to my girlfriend who found nothing to complaint, about speed or suspicious behaviour. She knows nothing about Construct or what the hell i'm doing throwing boxes against circles in a strage program.
I didn't test the Steam games yet but shouldn't be any major problems on this platform.
Conclusion:
A good tutorial about the process of exporting and publishing to Android (at least) made by Scirra itself, using a well made, no-complaints-sensitive example like Space Blaster as the test subject and this test game downloadable from the Playstore should proof enough, should mitigate fears and will serve as an example to follow and compare.
Firewall: Puzzle Shooter performed too well in all mentioned crappy hardware mentioned (poor S3) to just say: "We cannot export and publish to Android" and grin about it.
There's some nasty problems yes. But there's more than just an elusive future that doesn't deliver. I belive that with a good example many fears will dissipate, many known problems will be obvious enough to be carefull until are solved and also many games will find their way to the PlayStore too. Some people made it. You can too.
Any other not mentioned platform/brand/store will be discused another day.
Hopefully this can help both sides or at least ease fears... and hopes.