Ashley - But that won't work because I need the instances to all be different colors, and in some cases shifting different colors dynamically.
Also, I'm afraid I don't understand your reasoning. You say you have no plans to make a color filter because it requires webgl, so I should use a shader instead - but shaders also require webgl, and they were implemented, as was the tint shader itself, which produces the same visual effect, but with an utterly colossal performance hit (less than a 100th of the speed!). Why can't the color filter simply be another feature that requires webgl? For those of us deploying only to webgl enabled platforms like node webkit and cocoonjs, canvas2D not supporting them doesn't matter (and people deploying to the web have the option of detecting canvas2d and doing something else already, same as with shaders).
Could, for example, the color filer be implemented, but listed as a shader, and used in the same way as one? Then it would be clear that it requires webgl the same way shaders do, and could theoretically plug in to the ACEs and shader list that's already there.
This would make a huge difference in my projects. For example, when designing levels it can add a lot more customization to the look of the level elements, and having them makes the difference between if a painting program I want to make is even possible or not (I can't make it in CC either because of some bugs in the image manipulator that never got fixed). Please reconsider!