Other issue is that events are going in one big loop,
so 100 events may be good for simple game,
but 10.000 events (I guess) could kill even desktop
Then you're doing it wrong. There's no reason to loop through every event every tick.
also bullet behavior that isn't 100% smooth both on mobile/desktop
Sure it is. Look at your code and see what's slowing it down.
also saying "use Crosswalk" is not serious at this moment
and +18MB apk size can dramatically decrease number of downloads on Google Play
It's not 5 years ago. 18MB is nothing. The last mobile game I downloaded was 100+MB, and some larger titles top 1GB.
but yeah... anyway: there is no competition with anything similar to event sheets
The new version of Stencyl is mobile-friendly and no longer limited to Flash only export, if you're looking for a C2 alternative. Though having used both and compared the upsides/downsides, C2 is an easy choice. If you hate yourself, there's also GameSalad, but I wouldn't recommend that to my worst enemy. MMF and Gamemaker don't have the featureset or ease of use while still allowing some semblance of commonly coding syntax of C2 either. They do a little, but not to the extent of C2. If you've ever done real development, this makes getting up to speed on how things work an extremely fast excercise.
As for Unity: I've also got a Pro license for Unity. Have since v2 was first released. I use it on an almost-daily basis for non-game projects for my day job (freelance interactive designer/developer). And when I was looking at the best choice to make the 2D game project I'm currently working on, I chose to use C2. And I've yet to find a better 2D solution for desktop (my target for my current project) or modern mobile devices that both allows me to reach the level of quality I'm reaching for and still have the kind of control I require over how things work while still abstracting some of the low-level code that I'd prefer not to have to deal with. HTML5 may not be 100% perfect, but it's a heck of a lot better than Flash (which I've used for animation since it was called FutureSplash, and for development since Flash 3) in both performance and ease of use. In fact, this debate over HTML5 isn't drastically different from what Flash itself had to go through in terms of acceptance.
I'm not the type of a person to be a software apologist - I have no personal loyalty to any bits of code - but if you don't think you can make a full-fledged 2D release with C2 that has the potential to be competitive in a tough market, then you're doing it wrong and it's not the software's fault.