Hi -
1. You export a project as HTML5, which actually is (HTML 5 + CSS + Javascript) ; publishing to web sites is trivial, but it's also a very portable technology, so with a few additional exporting steps, plugins and wrappers you can get your HTML5 game to work "as" a desktop application (wrapped in "simplified" browser/renderer that presents itself as a normal window to the user) or mobile application.
As long as your target platform can process HTML5 content, it's all good ; this includes Windows/MacOS/Android/iOS/WiiU. Note that depending on the platform, the export process might not be trivial, and sometimes you have to fiddle with 3rd party development tools.
2. Java is not Javascript. Javascript is light weight and browsers are very efficient at processing it. The language will not be a limiting factor ; knowing the platform, understanding performance and dealing with restrictions (resources sizes, etc.) will be essential though ; it's very easy to create very inefficient content even with very efficient technology.
Also, big companies are investing massively on Javascript these days ; Google are going with native compilers and javascript subsets focused on performance, while Microsoft is going with TypeScript, a superset that compiles to javascript to facilitate the job of programmers. All in all, while that won't affect you directly, it means in the long run it's a pretty safe bet.
3. Yes
4. Nothing comes to mind ; other interesting technologies are either lower level (frameworks for programmers), more complex (e.g. Unity, with a much steeper learning curve), or slightly dated. C2 is the right balance in terms of functionalities/accessibility and has incredible productivity. Just be aware that "events" are very similar to "programming" in terms of logic ; it removes a lot of the complexity but you'll still need to understand how to create your gameplay logic. For "big" projects, a "programmer mind" can help to structure the events in a maintainable way.
Hope that helps