You're talking about surface level details and artistic choises. I'm talking about the underlying workings of the engine, and the strangling limits placed thereupon. Limits like token count, which only serves to force you to "optimize" your code somewhere along development of your game because you suddenly "run out of words" to code a new feature you just thought of. Then the framework turns from "helps you make games quickly" to "grinds your progress to a halt because REASONS". Or if you wanted to make another level, the creative artist you are, but there's just not enough room in the map editor, so now you have to plug in a data compression library and lose access to the built-in map editor!