What are you talking about? VCE works fine for me.
Me too, but I think VCE could do with a remake. The eventing system seems to be just too restrictive for advanced projects, though. There are a number of solutions, both here are my favorite two:
1) In-game scriptingI know you can use eval(code); to evaluate any TorqueScript, but obviously it can't be placed on a brick and an eval event is a horrendous idea. I would love for the ability to assign scripts to bricks, and it would be far more flexible than eventing. For obvious reasons, it should be Super Admin or even Host-only. Obviously, TS would be much easier to implement than an actually decent programming language (seriously, TS is a pretty stuffty language but there's nothing Badspot can really do about it, assuming he'd want to), but Lua, Python, hell even ECMAScript/JavaScript would all be much better for users. Very flexible, but not particularly user-friendly. That said, programming is very simple if you care to spend 10 minutes learning them.
2. Block logicIf you've ever played LittleBigPlanet 2, Garry's Mod with WireMod, or even toyed with Unreal Engine 4, you know about the idea of tile/block logic. Essentially, you place down logic gates, inputs, and outputs, and wire them together to get the desired effects. Here's a thread describing it. It's much more graphical and each tile can be adjusted, so user-friendliness is great, but will probably be more time consuming than code-writing for both the user and author.
3. Just use the current system"If it ain't broke, don't fix it." VCE seems to work pretty well as it is, and while it's not the most readable thing in the world, it certainly works. If someone put enough time in to create a more polished version, I think we could get away with the current system. Unfortunately, it will probably be less flexible than both of the other systems, and the inability to specify arguments on inputs is a MAJOR drawback.