they make everything really difficult where with coding you have everything at your disposal, and you can do it all easier
Aren't our statements completely biased, so by saying "it'd be best...", your statement is opinionated, and is not based on any testing. You, as far as I know, are not an eventer, so higher-level events are more likely difficult for you, whereas I can whip up a request for an event system quickly. Events are extremely easy, have versatile functionality, and have immediate error feedback.
Coding, as far as my understanding leads me to believe, requires the coder to code an immediately untestable code, start blockland, make a server/singleplayer, and test the code, then close all of that down and change the minute coding errors, then repeat until near perfection, whereupon they post it on the forums and have people come back with the bugs. Events, on the other hand, offer immediate signs of eventing failures, do not waste time with starting blockland, starting a server/singleplayer, or shutting down again, and bugs are fixed as they happen in game.
Probabilistically, events have a lesser chance of being messed up compared to coding (events have selection boxes with the inputs, targets, outputs, and sometimes parameters, and there is a max of 100 lines of events per brick), whereas coding is completely typed-in, and mathematically, any letter space has to include the probability for a typo.
Math aside, the click and select process of events is much simpler than the remember and type method of coding, granted that the user must know what inputs work with what targets and outputs.