Generally, it is supposed to serve as a basis for my future games, though if someone would need the approach I took, they would be able to as well.

But yes, the system itself:
- does the behavior initialization fix, as you said (for both scenes, with try-catch trap, and actors, through special actor creation custom block)
- provides the synchronized updates and drawings (done by this single drawing event, haha!), which is *crucial* for games using frame-based logic; otherwise the game might appear as if it's tearing, even though that's not the case at all (because sometimes there are 2 updates between rendering; generally, for 100 update events there are 60 drawing events)
The drawback is that you can't use the built-in collision system and you need to operate on different blocks than usually (especially drawing, user input and actors creation blocks), though the games I make don't really use that collision system, anyway. O.o'
Apart from that, there are a few utilities for displaying:
- "Bitmap Data", which can perform operations on images, and "Geometry" for Point and Rectangle objects used by Bitmap Data; it might turn out to be really useful when you want to improve performance! For example, instead for drawing background, then static objects on map, then some additional elements which aren't really movable, either, and doing that every single frame, you can draw it once on a bitmap and then display it. Usually when I want to keep the bitmap as an attribute, I make a List attribute and keep the bitmap there!

- "Color Transform", related to Bitmap Data, allows to apply multiplications for RGBA channels (with multiplier from 0 to 1), as well as adding offsets (from -255 to 255); generally, it works like the AS3 class with the same name

- "Bitmap Fonts" can be used to make fonts from bitmaps; you can choose an image where letters are, rectangles corresponding to the letter, charset, space width and interletter spacing; also, a text drawing function can accept HTML style insertion of Unicode characters if you have such; so  will display character defined by 143rd rectangle in the list, and ♥ will display character corresponding to word "hearts" in a special list
- "Text Blocks" does pretty much what "Text Box Ext" did, except with "bitmap fonts" and it doesn't draw anything directly; instead, it provides a block for creating such block, and for drawing it onto bitmap (it's so clever that it doesn't draw out of bounds needlessly!!1!1), which might work pretty much like Labels, if I'm not mistaken O.o'
Also, I already included 2D Array structure and added a new one, "Maple", which is a mapping tree, obviously!!1 It allows you to make a directory-file like structure by attaching leafs to other ones; it might turn out to be useful when you want to organize variables in your super-mega-epic-ultimate-RPG game; instead of having horrendous number of Global Attributes or having to memorize/write down where each variable is in some list, you can make a tree containing "Stats" and "Quests" leaves, with "Stats" having "Character1", "Character2" etc. leaves and each of them having "HP", "MP", "EXP"; so if you wanted to obtain John Doe's MP, you would just search for "Stats.JohnDoe.MP" and point to the variables tree.
...well, the problem is, they would still require saving, and technically not every tree would work like that (it's possible to make cycles, which makes my tree not a tree at all!!1), but it's a good starting point for such system, which I might make, eventually. ^^'
But yes, I already use "Maple" in behavior "Everything", which I use for keeping some constanty-like-thingies, such as bitmap fonts, universal text formatting (it's possible to use multiple conventions of formatting, but what for? ^^') and so on.
Apart from that, I've made a Label behavior (which uses that universal formatting, yes) and some others for scrolly windows and such, which are pretty much GUI elements indeed, and rather universal ones (and I'll probably make some others).
Anyway, for now I rest from that system and work on some game instead (which uses that basis, yes, and might give ideas for some other things I'd like to use there!), because adding more features (such as dialogue system, probably?) and making other, more specific kits based on that (specifically, some people requested Visual Novel Kit) would be rather time-consuming, while it doesn't seem like something people would get excited about, or at least moreso than about a game. ^^'