I don't think it is a problem actually.
One has to blow up the error almost on purpose. I could do one example anyway, but there would be glaring ways to fix it without having to rewrite anything in construct.
I'd say it's more of a design issue on the game's side. I've worked with SDL and it had a terrible timer resolution, yet I managed to make smooth accurate movement using a few tricks here and there (which are perfectly doable within Construct but somewhat unnecesary).
That said, it would be nice to redefine Timedelta before behaviors touch it. Is that doable? One could rewrite timing at will that way without having to renounce behaviors.
Right now it *can* be done (look at my frameskip example ) but you have to forget about any behaviors that use Timedelta.
Edit: it would seem I'm contradicting myself I'm not. I'm just saying that while rounding errors do accumulate (in everything), one can just avoid accumulating them. Just look at Euler versus Verlet integrators in physics, both come from the same Newton equations, but one of them accumulates rounding error while the other cancels it.