It was great to start with, but as the app got larger and more involved, performance started to suffer (from all the different observables and computed triggering and retrigger on a change), memory leaks started to creep in, and eventually I started noticing weird glitches where bits of the UI wouldn't by entirely in-sync. Worse, there was very little I could do to fix it, because the bug was deep in Knockout's "magic". My models had correct data, but sometimes my UI would not.
The lesson I picked up from that was that that sort of magic was bad news, and for my next major project I used React, and when I needed state management I eventually ended up with Redux. I won't lie: There's been some pain points, there's a lot less hand holding, more boilerplate, etc. But performance has been amazing and there's been no issues where something other than my poor coding has caused a bug. Redux code is very, very deterministic: You state looks like X, then you have an event Y, and now your state looks like Z. That state is fed into your component hierarchy, and DOM elements come out the end. If you don't like the result, you can quickly narrow it down to being a bug in your render methods, your reducers, or your actions. No magic.
MobX...looks great. But it looks great in the specific ways that Knockout burned me in the past. Does anyone have any input on that? If I go all-in on Redux and write a very large and interconnected app, I have confidence that:
1) Writing all the reducers and selectors will be pretty big pain
2) Once I do it it'll work just as smoothly as a hello world app will.
If I go all in on MobX, it looks like it'll be easier to write, but...how's it going to run? Saying "inspired by Knockout" gives me distinctly mixed feelings, seeing as how I started using React to get away from Knockout. :)