You fellows seem to be on the right track with regard to game making. I like your stated concept of presenting everything in a "visual, human readable way".
Having downloaded the program and clicked around quite a bit, I can't say I find it to be totally as comprehensible as I had hoped. I couldn't even figure out how to start creating a "world" or "scene" or layout. That is the very first step anyone will try to take, and it is not graphically obvious where to start. I had to load one of the templates to see anything in action, but even that gave no visual clues as to how to "begin at the beginning".
Another thing I noticed after studying the Wiki and such is that the tiny icons that are strung together in sequence, indicating the order of "events" and "functions" are not incredibly descriptive - many functions are depicted with the same rather cryptic icon of what looks like an "eye" or an "angle" symbol or something. The true meaning is only visible by hovering over the icon for a time with the mouse pointer. Why not use a different icon for each action or function?
The "root" screen that intends to indicate the program flow in a "human readable way" does a fair job at doing so, but I found that once one delves deeper into actions and "functions", the obligatory "programmer speak" begins to emerge all over the place - words like "variables", "global variables", "functions", "z-order", "exclusion", etc. - none of which I found very descriptive, even in the context of actual programming functionality. Why not use "plain English" here that will be comprehensible to everyone, as well?
Believe it or not, a product of Microsoft Research has actually succeeded in hitting the idea of "layman's programming" on the head with their soon to be released 3D game making application called "Kodu" - I encourage you all to watch the inventor's own explanatory video demonstrating their programming paradigm: http://hk.truveo.com/Kodu-Videos-X360-CES-2009-Developer-Commentary/id/2653837507
Kodu uses the language of the senses to explain all of its programming functionality. I wonder if Construct would enable a motivated user to enter the "source" and change all of these cyptic, programmer specific terms into their "human readable" forms? If you can explain it to me, a non-programmer, I'll happily set out to "fix" the lot.
Still, from what I have been able to find, after many weeks of searching for the ideal game making environment, it appears that the authors of Construct see at least part of the picture.
Psmith