Good luck for you with your future projects.
Also, I want to ask a question for those who used UE4 and Unity + Playmaker: Which one is more easy to get into and use: blueprints or Playmaker?
I recently watched official tutorial series and few more random official advanced tutorial videos about blueprint, and although it allows for more complexity then c2, logic is really simple! The thing I've noticed is that there is a very long list of actions which need to be remembered to be efficient with it. I don't have time yet to start practicing it, but it is something I might start learning in the future.
It also have a lot of convenient elements, I've been talking about on this forum to implement in c2. You don't need to constantly create new events and variables from different tabs - you create logic node by node, because nodes have shortcuts to elements that can be used at and with particular node. Same goes for objects: they can show actions and conditions that can go only with their type. And if you need something different then you can look trough list of conditions, actions and variables. In terms of variables thought, it has 6 types if I remember correctly. So here construct wins.
Also there is number actions that allow for creating better gameplay. Stuff like delay, that lets you delay next node by number of seconds! And it all works with triggers! Wait doesn't work with triggers in c2. And to create delay, you need to build your own set of events first, and sometimes you can confuse yourself. That is the kind of stuff is what I was asking for in my topic "3cents about c2 and c3", additional actions that have certain functions, but I always hear "you can do it with events" answer from Ashley, which is fair, but in reality it is pain in the ass, and I don't think that implementing actions like this would be much of work, and they would be very helpful.
So will be definitely looking in the future in to blueprint. Thought I hope c3 will turn up better.