I am one of the people who have been very vocal about my dislike of the direction that C2/C3 has been going on (strictly HTML5 and the reliance on third party wrappers), but that doesn't mean I don't recommend Construct 3 for most indie developers.
There's three situations I can't recommend Construct for right now:
-If you're not planning on targeting consoles, they don't usually have HTML5 support and the only really "playable" one is Xbox One
-If you're making a highly performance intensive platformer (we're talking dynamic lighting, shaders/effects all over the place, many enemies also using platforming at the same time, etc.)
-If you're making something for mobile that a browser just couldn't run well on a phone
At the same time, there's also four situations I almost always recommend Construct:
-If you're learning to make games
-If you're making games for fun, and don't want to get tied up with coding
-If you're making 2D games for playing in a web browser
-If you're teaching other people how to make games
HTML5 support and performance continues to increase over time, it's already much better now than I would have expected when I was dabbling with C2 early betas back in 2011.
Construct 3 using a subscription was a surprise to me for sure, but if you're planning to/actually do make money on your games it isn't that bad of a price at all.
I started learning to make games when I was 8 years old using tools like Construct/that came before and had inspired Construct, and if it was a subscription I definitely wouldn't have had access, so although I can't imagine how it would work I do hope for a cheaper one-payment version someday (eg: less of a limit on event count, but more limits on things like no shaders, restrict the size of screen, watermarks for Scirra around the edges/border, only HTML5 export).