Darth Valtar,
I am not sure what you refer to hear. It seems I have probably missed some thing which does not need reviving.
On the topic of your point raised though :
Indie game engine developing is complex and very difficult which is why they are indie engines - otherwise they would have been developed to equal Top of the range commercial engines by now. A nice thought.
It really is something which is hard to achieve.
In the case of the relevant one FPSC - none will know how hard for instance Lee personally works on this during the periods his concentration is on the product.
I can confirm that the volume of effort is as much as anyone could ask of any individual in his case.
Such is currently the case and Lee and others are currently working hard to improve FPSC. That is happening - as said though its a hard, long job - every stage and step of forward progress has to be checked against the whole as anything done can impact one thing upon another and generally does so progression can be slow and frustrating - just like making a game.
At the end of the day a user cares little about what goes on behind the scenes - the end user just wants an end result that makes their job eariesr and or better so its easy to make a judgement at the end of the day and thats all an end user can do.
Do not however believe that TGC products exist and progress without a great deal off blood, sweat and tears on the part of the developers. Whatever the end result for a variety of reasons its the best that can be achieved within the circumstances prevailing at any given time.
FPSC is as is at this moment in time. TGC are working and will be working further to make it better in various ways over a timscale which is as short as is possible - that is the objective.
Your support and understanding of that is most welcome to them.
"I am and forever will be your friend"