Thanks for the quick work. Had to use Custom Movement for an object in my game, and since it's essentially stripped down version of the other movements I think I can do a lot with it. Only problem so far was the previous bug and the inconsistency of step prevention.
I'll report any more if I notice them. More people should use custom movement as it's really flexible if you know how to work it, just requires more event logic.
Edit:
Ashley
If you still move diagonally into a wall, depending on the step mode it'll stop the entire step or half it's step (whichever step was checked first and then Stop Step was used).
Is this by design?
If so I'll see what I can do, either using 2 custom movements for the object or add some wall collision detection to the controls.