Okay, in all seriousness I agree about a number of things:
I think Scirra would have a better model if they had better limits for noobs and beginners (allow 3 families per project, increase events, etc...)
I think they should then put more focus to advanced tools that allow construct to handle larger, more complex projects with ease. Currently, scaling in construct is very difficult. With that, taking beginners to advanced users would be easier, and there would be no reason to learn other engines. But currently, going from an intermediate game programmer to advanced/expert is waaaaay harder in construct than in unity.
Like you, I had a struggle with making games (xna and c#), and after finding c2 I bought it almost the first day I tried it. As a beginner, it was superb. I did outgrow it a few years later, though I have used construct largely as a prototyping tool since 2015. However, depending on the project type, I am convinced c3 is the fastest game engine to produce simple to medium complex products in. If you have to scale those products or need shaders, cpu intensive algorithms, etc... unity becomes more productive, so there is a balance to find.
But if the end product is suitable for construct, save yourself the time and pay the license. Its all about opportunity cost, and I can see that even if I don't think construct should cost as much as it does, currently the opportunity that the license provides is worth it.
When you consider how fast you can setup construct, start a new project, and have playable content (under 10 minutes for simple things), and a few days for complex prototypes, construct has major advantages over the other engines. I think you know that, or you wouldn't be complaining about the price.