Thanks jobel, and nice to hear from a developer with similar interests. In terms of platform support, I'm looking at Construct knowing I'm only really interested in deploying to desktop. This would be my first time using a HTML5 engine, I don't have any major concerns with the technology, the main one would be the dependence on middleware, chromium, nwjs, etc. which may have bugs that the Construct team can't fix. With that said, the middleware developers are constantly working on new technologies that can then be incorporated into the engine, and the Construct team seems quite pro-active in adopting these. So I see it as a double edged sword.
Some people may be wondering why I'm considering switching to Construct, if I'm already experienced with other engines, and a large part of it is the browser based IDE. I suffer from musculoskeletal issues and sitting at a desk all day is painful. So being able to easily move from desk, to couch, to bed, from computer, to tablet, to phone, whatever is most comfortable for me, is really invaluable. And if you're also someone like me who has moments of inspiration in the middle of the night, on the bus or even on the toilet, being able to grab your phone and throw down some rough code is another perk.
I had looked at some of those games, and other HTML5 games, like CrossCode and Lost Expedition, which is why I'm confident enough in the technology, I believe Lost Expedition didn't even use webgl. In user reviews you can see some HTML5 specific technical issues, but there are plenty of AAA games with native engines that run like garbage. I think as long as I can optimize and extend where I need to, I'm hoping there won't be any dead-ends, but the rendering features (2-3) remain my biggest concern there. For other things I am used to implementing workarounds as required. But you are right, it takes the right tool for the job, and no engine is going to be the best choice for every game.
While I'm rambling, I did worry about non-native performance for some time, but there's a lot of smoke of mirrors in game development. I remember when Nuclear Throne was first released, and many players complained about it running at at 30FPS, and pointed the finger at the engine. But the engine had no such limitation, and if you watch talks by Vlambeer (the developers) they openly admit they just aren't the greatest programmers, but they are excellent when it comes to game mechanics and art direction. Then you have a game like Dead Cells, and players often comment on how responsive and smooth it feels. What they may not realize is most of the logic in Dead Cells is only running at 30FPS, but it renders at 60FPS and uses things like input buffering to make it 'feel' faster.
I have been guilty of looking what games an engine has produced to judge the engine, certainly other engines have their trophy case games, but maybe here the focus is just more on web/mobile, or genres which are getting saturated on desktop. Looking at a lot of the top 2D games, I can't see any reason why they couldn't be developed in Construct, maybe not something really simulation heavy like RimWorld or Dwarf Fortress, but certainly games like Stardew Valley or Undertale.
On a related note, it is clear from itch.io statistics that people are developing a lot of games with Construct (#2 most used engine), but it seems relatively underrepresented on Twitter, Reddit etc. I like that there is an active community here in the official forums, but I would like to encourage people to also show off your work in these places, because maybe there's a lot of developers out there who aren't aware of what Construct is capable of these days. Thanks again for your time, I'll stop writing essays and get busy developing.