Problem ----> Solution. Communication.
Everyone agrees that comments, complaints, and suggestions are vital in improving Stencyl.
However, I can't take suggestions seriously when they come from the dev of a bird pooping simulator. That game is fine, but it's not pushing the bleeding edge of Stencyl's capabilities.
In my experience with Stencyl, when I hit a technical wall/hiccup/glitch, I assume it's from my lack of understanding of game logic in general or how Stencyl itself deals with that logic. And I'm almost always right. AND it's my responsibility to gain that understanding.
Therefore, I have no right to blame Stencyl until I have proven beyond doubt that it is actually Stencyl. I've published a few games and I have still not met the criteria of "Stencyl is holding me back" in any aspect of game design.
The devs of Ghost Song, Space Pirate, Mibibli's Quest, etc. have good reasons to make suggestions that would improve Stencyl, because holy crap look what they are creating. They're pushing limits, showing their own capabilities. They never complained on the forums because Stencyl can't handle their MMORPG idea that looks really good in their head and is sure to sell millions.
So when I hear about glitchy scrolling, I assume it's the dev, not Stencyl, until there's plenty of proof otherwise (which maybe there is, I haven't followed that issue). Game doesn't get greenlit? Dev not Stencyl. Game not featured in App Store? Dev not Stencyl. Etc.
If you have ever even thought—let alone posted in the forums—that the tool/engine is holding you back, then you should take a long, hard, honest look at yourself as a game designer, because it is very likely you are the problem.
That said, I'm really excited about 4.5D, building an extension for it as we speak.