My two cents:
One thing I do miss about Game Maker over construct, among other minor things, is that you can explicitly control how to handle drawing events for objects: where as you can draw another object, or clones of the object, or nothing at all...
My two most missed applications of the above feature are one:
-Pasting a grass sprite (for example) and it draws randomly sized and colored copies around itself. You can quickly make entire fields of grass this way, or apply the same technique to make an epic explosion look soo much cooler...
Idk, the main thing I liked about GM was how tight it was with GML. It just worked. (And the syntax was close to C based languages, the learning curve is next to nothing)
But.... The loading screens (no matter how short) are nothing short of downright tacky (Especially if you are like me and tried to develop a semi-professional feeling application with it). And then, there is no native support for windows forms, and GM is beginning to seem more bloated with every new version (considering the runtime alone is 2.53 megs).
The real reason I made the switch: Rapid prototyping. Seriously, this gives a whole new meaning to the word. If youve never participated in an one-hour game-making compo, or have never even heard of such a thing, then youve never heard of this program (or its lame cousin MMF/TGF). And considering I dont have tons of free time anymore, Construct just makes sense.