Josip, I think You are completely wrong. We want more devs, step one is to get users to tinker with code. Improvements in python don’t have to wait on acceptance in to trunk and a new release - they can be easily distributed between users and speed up progress.
But new users should not need to code to make basic stuff. Moguri’s components concept is intressting. I think he not hit the right spot jet - but the general concept - pack script with a set of recognizable settings, run them on events, and make them installable and configurable through gui is endlessly powerful. Users can do amazing stuff without coding by using the right component. But the code are there if they need to god further. If they improve stuff they can share there improved components that other can use. When they get more advanced they can write completely new components. That way we can build a developer community and get rapid progress in BGE usability - both for coding users and other users.
C++ coding should focus on stability, optimization, basic features and making ‘everything’ accessible from python and preferably with a nonblocking api for heavy tasks. Python components that proves useful should go in the main release (just like add-ons) and if a computation intensive useful component can benefit from a C++ implementation that can be considered but the main usability development should be in python - much easier to get developer and much faster turnaround on development.
I’m currently hacking on a component implementation in python. First idea was to stay compatible with Moguri’s implementation but I’m not so sure anymore. Some stuff can be made more flexible, some stuff in Moguri’s C++ implementation can be done equally well and efficient in python while ther is some other stuff that probably would benefit from being done in C++. But I’m making it in python first - python is great for prototyping and identifying the spots that might need optimization in C++. But I think it all will work well in python - it is just some part that could handle more complex and big scenes if it was optimized in C++.