Again that was the first point of my first message in this thread : we love to know that you can have the flexibility to change any part of the engine to make it better, without needing to support indefinitely undocumented methods, so we should use them with caution etc. Skymen often say he would love if any of his addons could be deprecated in favor of a vanilla solution.
Totally preventing us from accessing those methods removes us the control to develop our own features and fix the issues/limitations we're facing, it just makes the engine worse. Recently, I find more value in the features built by advanced C3 users for advanced C3 users facing actual issues, and above all the features i built myself for my own private use than in the Vanilla updates. It's like if I was able to develop the engine very fast toward the specific direction i want it to be for my needs.
Knowing that you plan to remove all this, is actually like as it already happened. It's not a weighted risk on each thing individually, it's a certitude that our experience with C3 will downgrade as whole, that all effort to achieve our game vision are vain and that every tiny thing we need will need to get through the feature request process (rewriting the same feature request every year, praying Scirra push it while it's almost certain it won't - for legitimate OR arbitrary reasons) while before it would just take 5 minutes for us to do it.
I think perhaps a good way to do this would be to put the addon SDK behind the scripting interfaces used when doing JavaScript coding in Construct.
The reason we use undocumented features is precisely because builtin features doesn't allow us to do what we want. Scripting API are often even more limited than Eventsheet features, and i know by experience requesting an obvious Scripting API corresponding to existing eventsheet feature can take more than a year to be pushed and even never happen.
(Also we can already easily use Scripting API in Addons, so it's not as if we were losing something while winning something else... We're just losing possibilities. The opposite is also true, today we can use the full power of the Addon SDK in js scripting easily, soon, we'll only have access to the <1% exposed stuff with all its obvious holes)
But anyway we already explain this, and as often, you don't seem to acknowledge the point we're raising, denying our experience with the engine and the hard work we're putting into making our games, as if vanilla features were fitting any gamedev need that could ever exist. This is exactly why we don't want to depend on you to fix every single issue we might face.
This is a Apple vs Open Web situation here, I'm sure you can relate. Yes Apple is a huge company, but that is precisely why we can understand the logic behind their shady moves. Shareholders, dillution of responsibility ect. Here it just feel like a unipersonal decision at the expense of all paying subscribers and C3 users and shows again a lack of empathy and shared goal with the C3 community.
On top of every drawbacks already mentionned, obfuscating the runtime would make the 3rd party porting solutions to console orders of magnitude harder (if not impossible) to develop. The best solutions are litteraly alternative runtime like Chowdren : construct.net/en/forum/construct-2/general-discussion-17/chowdren-fast-construct-134395
It would be 100x harder or impossible to develop an alternative runtime without being able to take a look at the vanilla runtime. So it won't be possible to create Playstation or Nintendo Switch porting solutions
So at the very least 3 of the main drawbacks of C3 are about to become worse
- Porting to console is incredibly tedious
- premade blackbox tools might create unsolvable limitations for our games
- Not enough 3rd party devs empowering and providing value to the community