digitalsoapbox as someone who has made both 2D and 3D games from scratch I can confirm that it actually is better in some cases than being completely held hostage by a third-third party (as it's not just Construct 2 and driver vendors we are waiting on, it's also Chrome, Node-Webkit, and the HTML5 standard in general).
The main reason we don't re-invent the wheel is because we want to actually finish the games we make instead of producing tonnes of unfinished abandonware before we finally settle on choice of programming language, memory usage/allocation, design pattern(s), and other low-level things. Prototyping is a great time to switch engines around, and being half-way finished or further is not.
Middleware that works roughly the same way every time can be accounted for with work-arounds, while random engine-breaking updates can stall or kill a project entirely.
The reason why I personally want native desktop is because I know that Scirra can and has done an AMAZING native DirectX 9 runtime before with Construct Classic: http://www.scirra.com/construct-classic
Literally the C2 editor exporting to CC would be all I'd ever need ( as CC had a buggy editor but pretty solid runtime...except on Vista <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> ).
Point is though, we want to use Construct 2, as a game dev tool it is literally the best we've ever seen, especially for 2D games. However, when you want to release commercial titles and pay say $500 for a copy of a "professional business edition of a game development tool" for each member of your indie studio to do so, you really want said game engine to actually perform the tasks it promises, especially after you've just raised all your funds in a Kickstarter and now have to release a product on the budget you initially planned (and other, less specific, cases).
CC is based on entirely different, and outdated, technology. I'm sure there's multiple good reasons for it not being directly importable into C2, but from what I've seen of CC porting stuff as a more manual process, while potentially frustrating, seems entirely doable. It's also the nature of changing engines - it's not like Unreal or Unity have had painless upgrade or porting paths either.
Unity is where a lot of serious C2 developers seem to be going, and each one I've seen hasn't blamed the editor in Construct 2, just the lack of control that Scirra has over runtime/export.
Also as a side note I've been following Sombrero for some time and it's looking really good, reminds me of the Friendly Strike series I played in my Clickteam TGF/MMF days <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Except using Unity, you're still held hostage. It's just a different company's tech. There isn't even enough hours in the day for me to list all the bugs I've run into in Unity over the past 8 or so years, including some that have persisted across multiple major releases. Don't even get me started on their GUI tools. I've seen few bugs with C2 that can't be solved by rolling back to an earlier release of C2 or NW, not depending on beta software releases - which you shouldn't count on anyway as being production-ready.
If you want to do 3D, use Unity; if you want fast cross-platform 2D that isn't especially hard to get running at 60fps on almost every system I've tried it on (FireTV is a bit slower), I still think C2 is the way to go. And speaking of Unity: see if they're still offering the $75/mo deal, I've been paying for Unity that way since they announced that plan and it's a very reasonable price considering what Unity is capable of overall, including outside of game-specific development.
With MS announcing Universal App support for XBox One including WebGL/HTML5/Javascript-based apps, there is now little in the way to prevent C2 games from ending up on major consoles. In fact, I'm meeting with a MS rep next week to discuss doing that very thing with Sombrero (thanks for the kind words on that btw). Any info I find out about getting C2-based stuff on XBox One I will, of course, share on these forums.