I personally believe this is a matter of karma in a social mood.
The stigma that surrounded the Click range since KnP stuck and people weren't willing to dig their heels into MMF2 and find out just exactly what it was/is capable of. It is clearly capable of a LOT of things, CT provided the product and if people decided to stick with 'well I can just drag n drop tiles and create a quick platformer in 10 minutes' without realising they could create their OWN external level editors using arrays/inis, create a completely custom platform movement that works to a tee based on how they manually code it; then that is ignorance on their part.
I think people are finally beginning to realise how powerful MMF2 can be in terms of development and once you decide to take the time to trial and error more with their projects and dig deeper into what it can achieve with manual coding then you start to see the full potential. There are improvements MMF2 could make, that's what MMF3 will concentrate on, however around 95% of the cases it is down to pure optimisation and optimising from the beginning whilst coding your project to ensure it remains a smooth development.
To coin this in a different sense:
You can't just open a supermarket with an unorganised isle and shelving system, no proper tilling system, no carrier bags and expect a flawless result for your shoppers.