The problem with this is for instance if I have several animation frames in a sprite but I want it to start on a particular one upon creation. The sprite will appear, though it will flash in its initial frame for a single tick. This is the visual indicator, any event such as setting its position or size following that event, but not within that event, won't affect the object until the next tick.
I'm pretty sure I never experienced that. When I create a sprite, all the following events will be run in the very same tick as well. Wouldn't what you describe also mean when you created a sprite and destroyed it in the next event, it still appeared for one tick (which obviously doesn't happen). Or I'm not sure what you're getting at.
(Btw you can set the initial animation and frame in the properties. But I guess you knew that and need to change it dynamically.)
It would be really nice and comfortable if objects were created and destroyed at their actual line of code rather than before each tick renders a picture, and I don't quite understand how this approach was chosen to begin with.
Actually I'm pretty positive that's how Construct works: creating/destroying objects at their actual line of code. Otherwise many things I had tried in Construct would have failed horribly.
Then again I dunno I might want to see an example cap demonstrating the problem you described. Since I might just not get it after all...