At first, thank you very much for sharing the results and your reaction!
“Things such as editing input bindings”
I have this issue now in my job, a combobox (Qt thing) is an enormously long list of fields to choose from and users scroll a lot of time just to get input. We solve it with search functionality - you start to type there and filtered out fields are only visible. For Input Bindings in Defold - I see no reason why we just couldn’t use the key on keyboard or mouse or pad to select it as trigger, by simply clicking given input, what do you think? Still leaving possibility to choose from the list, e.g. when given pad is not connected.
" Too frequent releases"
I rather love frequent releases and am agreeing with you on its benefits - especially incredibely fast bug solving. This is something that differentiates Defold on top of other engines imho and maybe it should just be more emphasized?
" Cross platform support is not good enough"
I didn’t marked it, it’s too generic and I don’t know what the “support” mean here.
But I would tick it, if it was more directly about support/help/guidance/learning resources for developing (and releasing) for multiple platforms is rather scarce or sketchy/cursory. I have an impression that before you try to release on different platform it’s really hard to start, but after it gets very easy. There is this gap, where when I ask persons who releases on, be it Android, iOS or Switch (I mean especially releasing on paid stores) - I have always answers noting it’s veery easy and there is nothing to explain, except few good advises to bear in mind. I don’t know though how to fill this gap, because I didn’t released a game on paid stores. That’s my impression as a person who only released on HTML5/PC on itch or similar, as many buddying indie devs.