Yes I have, but let's have an example - in my little shmup a scale effect might be used for the following things - impact sparks, powerups, damaged enemy ships, active enemy ships, explosion parts, background items and something more I quite possibly haven't thought up yet. Each of those may have several sub categories which require different scaling, etc.
So how many families was that already?
It's not that I don't know how to use it - the little example showed that it can work just fine (http://dl.dropbox.com/u/1328856/DT.zip) with events alone, but it's NOT easy and straightforward. Which is always a plus
Following the same logic - why are there a Rotate or Fade behaviors - easy to do with events as well. But so much faster to just throw them in.
You really dont need bunch of families, you can give each object as many private variables as you need.
Also alot of users wont use rotate, or fade because they are so limited.
plus fade, is.. well not that intuitive... "do I start the fade, or do I set it activated?"