html5 canvas sucks, but...
Okay, this is kind of a plug, but here goes... There was this project I got inspired to do about two years ago, after getting freaked out during the first round of HTML5 hype, and I was on here whining when someone (I think it was 5Tons), told me to just "stfu and make web". So I did the first version of StrikeDisplay.
That's been laying fallow for awhile now, because I couldn't think of a way to actually use it. If I want interactivity+animation, I still turn to Flash. But I finally got around to making some serious additions to the library that make it...well, maybe even useful. I added multiline textfields with justification, filters, and cacheAsBitmap for sprites drawn in code, which speeds certain things up a lot. In some cases now it can deliver almost-flash-like performance. If you have some client looking for HTML5 canvas stuff, and you want to keep your work feeling sort of like you're still working in AS3, maybe it's the ticket. Other people, notably Grant w/ EaselJS, have taken up similarly flavored projects in the intervening time, and made some similar optimizations, but I don't think they're as easy to code in from a Flash lover's point of view.
Anyway, I wanted to get this done in time for New Years, but I was a little late. I just put version 1.0 up over here. I'd love to hear what you all think. I don't really expect non-Flash people to get why this is different from lots of other canvas game libraries that have cropped up out there, but if you look at the demo code I hope you'll see the utility of it. And it's free. I don't want/expect donations from FK members, it's not why I'm writing here.