It makes sense to keep the engine generic and as flexible as possible. I don't mean that all physics or even the default movement system should be hardcoded. I just think that whatever default movement system Mobius
does use should be implemented extremely well.
After all, the intent of Mobius is to facilitate development of high-speed 3D platformers. For a designer, why choose Mobius over already established engines like Unity or UDK unless Mobius had tools that made coding platforming-related gameplay exceptionally easy and straightforward?
Because in UDK or Unity, it's not
easy or
straightforward.
Both engines have adequate low-level mathematics abstracted through a high level scripting system. But the engines still require an in-depth understanding of programming and math "just" to make the character run on walls. Unity and UDK are so generic and abstracted it makes it difficult to code relatively simple things.
The designer should be able to focus on high level concepts like "target this enemy", "run up this wall", etc. using functions included with Mobius. But the designer should be able to override / extend any part of Mobius's built-in functionality through using low-level code. The designer should not have to write extensive code for common platforming features(wall walk, align to plane, change gravity, 2D camera mode, etc.) like UDK and Unity require the designer to do. The designer should not have to be a programmer with high-level understanding of mathematics to use the engine effectively. The designer should also be able to tweak most of Mobius built-in functionality without requiring extensive knowledge of programming and math.