Oh that's definitely true. Making certain puzzles takes a lot more work, and some things are just not possible. I've got a bit of plugin set up in my MV game that equipment drops have prefixes and suffixes like in Diablo games (tho mine have four tiers: the base name + a person's name + a type of metal/crystal/etc + an "of the..." suffix.) I also have some code set up whereby skills level up with use, and on the first level up give the player the option of choosing between two new skills to add. I'm working on getting an age counter as well so the main character ages as the game progresses, complete with a slight stat boost and every ten years a new picture and sprite. On XP I'm working on a action-RPG using the Blizz-ABS. None of that stuff is possible in FES, that I'm aware. So yeah it's certainly limiting and for some things it's a lot easier to do if you know how to do it. But in FES, for instance, when you want to move characters or events, it has blocks that show the route rather than having to go down, down, down, left, left, etc. Of course, there's less features with that as well, so it's probably not for the best. But because it's so streamlined, it's easy to get in and make something quick. There's also just a lot of little things that you'd think should be baked into the Maker at this point: pixel movement, 8-way movement... I dunno, it just seems weird the amount of scripts/plugins that are made for things that should be a given. But FES has it's share of that too. There's no way to create a weapon that damages and does a status effect as well. I guess for someone like me, who doesn't know Ruby or Javascript, they both have their pluses and minuses. If I could code, tho... that would be a different story. It's like, when I fired up XP and immediately complained about the horrible graphics and tilesets. I have to keep reminding myself that you aren't supposed to use the default junk. But it means I can't just pick up and build something.
Ugh, sorry for the wall of text. XD