"Whether AS3 is used by most based on a FGL study is irrevelant, first FGL surely is only catering to a minority among the flash designer and devloper base, second no matter if it is or not once one can´t use AS1 and 2 and has to avoid using many things one would use in every normal flash project its just a wrong statement to say anything in the vein of it being the full flash thing now possible to be deployed to iPhone.
It just isn´t.
"

Tom, show me some figures, some stats that show that as3 is still a minority language in Flash development now.
Saying that it's not complete Flash because it doesn't support two versions of AS which the minority of people still use isn't really a valid argument.
With regard FGL, it's a very good snapshot of game developers, which are going to be a large percentage of iPhone developers.

Anyway we're slipping into the old as3 discussion again, which is pretty fruitless.

"Regarding the cost side there are even free options for creating iPhone content so even if one buys a different dev tool with a mac next to it, the cheapest mac option, could even be a used one from ebay to be even cheaper, that would be way more affordable moneywise than what CS5 will cost."

Tom, all of us here are Flash developers. This isn't a "Best way to make iPhone games" debate, this is the best way for existing Flash developers to get content on to the iPhone.
If you were going to target iPhone games then yeah a mac mini and a Unity license would be the way to go, but that means turning your back on Flash.
I've written a primer about how to develop Flash games using CS5 for the iPhone, not comparing various tech to each other and putting costs together.

So the majority of people will be sticking with Flash for their day to day work, getting all the additional software / hardware they need to target iPhone development with a more robust middleware is additional cost on top of the price of CS5 ( If they chose to upgrade ).

That was my point about cost in my last post, I'd still need to get CS5 'cause I'm a Flash developer and I can't justify spending a lot extra for iPhone dev unless it's a market I'm really targeting.

"And well, if that´s not overhyping it, then i dunno what is."

I personally think getting Flash 10.1 to run as a native app on the iPhone is an amazing achievement. That I can set up a motion tween on the stage, hit publish and then sync it with the iPhone and have it running exactly the same is very impressive imho.
I've never said it's perfect, but it is very impressive.

"I just fall back into arguing again when i see posts that are written like being differentiated views but then at the end promote what seems very off to sell to me at this point."

Tom I'm not disagreeing with all the things you've said. Time and again I've been as honest as I can about performance without directly mentioning it, as I said I would due to the NDA.
I think you've set your expectations too high. CS5 isn't perfect, but no version of Flash ever has been. If people think Adobe have done enough with it then they'll upgrade, if they don't think it's value for money then they won't.

I can only speak from personal experience with getting a Flash game onto the App Store. I found it at times challenging to get the performance I wanted, as I've said it increased my development time.
But in saying that, the advantages of working in a familiar environment far outweighed any issues with beta bugs or a slight change how I make a game, and it's not anything I didn't expect when targeting a totally new platform.

Squize.