Kyatric, I think we actually agree, except you and Arima have a more concrete understanding of C2's full capabilities. It seems like AirScape might represent the best of the last "generation" of C2, and like I said, AirScape is fun and commercial.
But based on that, and the number of failed or perpetually delayed or truly bad RPGs we've seen, C2 of the past hasn't been the right tool for that genre. You point out, which one of my own observations, that C2 has drawn mainly small-project short-timeframe devs.
It's true that having large projects that at a glance prove C2's capabilities to people, rather than having people need to use the program and see the potential, will bring in more 'power users/teams' but I don't think it's much of a problem. Showcase games will come with time.
I agree with Kyatric that C2 hasn't really been 'ready' for a large game for that long - certainly for less time than it would take to make a large game - which is a very major part of the reason why what C2 has had made with it are smaller games.
I wouldn't worry about either the subjective quality of some of the games that have been attempted or the failed attempts at such. Game making is hard, much harder than it seems to be from the outside, surprising new developers often even when using tools to make it easier like C2. On top of that, RPGs are crazy complicated to make. Even a simple one like mine still has an utter ton of systems that have to all work smoothly together, which requires proper code design, which most people starting game dev don't have knowledge of how to do.
I also hope you're not judging the quality of C2 based on how long it's taking me to make loot pursuit - I don't want to get into some of the details, but some of the reasons it isn't done are it's sort of my first game (made a small unreleased unfinished shmup before it), and as mentioned a complex one at that and I had no idea what I was doing when I started, and tackling an rpg was something I wasn't as ready for as I thought, resulting in a mess I eventually couldn't deal with anymore (remember what I was saying in the previous paragraph? ^^;) on top of CC's bugs, prompting me to restart it from scratch in C2 a few months ago, and throughout it's development I haven't been able to work on it nearly as much as I'd like, which is the biggest reason it's not done.
We need to find/cultivate devs like Jonathan who will make high quality long-term projects . If I were Scirra, I'd consider encouraging or in some way sponsoring a team capable of delivering a commercial game perhaps ultimately funded via Kickstarter. You'd want at least one programmer like Yann or Rojo, one of the crazy talented artists I've seen here, and a writer/designer. Putting out one remarkable indie game would do the whole community/brand a truly transformative amount of good.
Even then, it would still take quite a while for that dev to finish the game. C2 might have a standout game on it's own by then. I know there's at least one person trying to make one. :)
I'm vouching for Loot pursuit to be the "Big hitter" as it's been in development for a few years, on Classic, so basically, has a head start...
Thanks! I'm hoping it manages to impress. Though, as mentioned, I restarted it recently in C2, so it's a ways off (a vague guess is it's about 2/5 done).