Thanks for the answer.
Like I said, the first actor is moving using a moveTo() method, which means that I don't have ready access to the place in the code where the actor moves itself. The engine is moving the actor. I suppose I could rework the code so that the first actor's "updated" event modifies the second actor's coordinates, but my understanding is that all the "updated" events are supposed to run together, and not be separated by frame redraws. Is this correct? Even if it is, the engine appears to have its own ideas on when actors' coordinates should be changed, and it seems to happen separately from when the "updated" events run. Otherwise, there wouldn't be a visible lag between when one actor is moved by the engine and when the other actor is moved by my code.
If anyone with knowledge of how the engine handles "updated" events can chime in, I would really appreciate it. Right now my best guess is that the "updated" events run before the engine has a chance to deal with tweens, which would definitely cause this problem, and which I would consider an engine bug - or at least a misfeature...