The fact that feature-rich tools, IDEs and libraries don't exist for JS/Canvas games is EXACTLY why I love it. There is so much opportunity here for those who love to build and innovate. If you don't believe that JS/Canvas has a future, I can't change your mind. But if you think that there is a future for browser-based games running JS, then this a very exciting field to jump into.
Before prototype, mootools, and jQuery etc., JavaScript frankly sucked. It was alerts, statusbar texts, and title bar changes. I see Canvas being in that category right now. There is a lot that needs to be done before you will see a thousand "Top 10 tricks to speed up your Canvas game" posts but that's exactly where the most exciting part lies.
Proto, mootools and jQuery are written in JavaScript. So your statement compiles to "JavaScript sucked until people figured out what it could do."
(Which is essentially your larger point, but still.)
Actually yes. Do you remember any amazing JS apps from 2002? IE6 has been around since 2001 and even on slow machines, it can still run most of the JS apps (provided you make the fruitless effort to support it). Where were the JS apps in 2002? Only things people used JS for were form validation and annoyances.
I know these frameworks are written in JS. What I meant to say was that very few people had actually used JS to its full potential and capabilities till just 5 years ago when protoype/scriptaculous/RoR and apps like Google Maps started to show up. I wrote an Ajax-enabled app for IE6 in 2003 and it was so much more work than $.ajax({url:foo,callback:bar});
Yes, I remember Outlook Web Access providing a desktop-caliber mail client in the browser using ajax and javascript.
Unless some kind of native backend is written to make HTML5 apps just as responsive as plugin-based ones, I don't really see how this is going to be successful for games. The performance hit is just too gargantuan.
This competition is precisely what was missing for Flash.
If you actually try to use some of it's nice functional features, as well, you can forget about performance. Maybe you think engines can solve these things, but I doubt it will ever compare to any language built from the ground up to have reasonable performance.
Not quite powerful enough to run, e.g., Doom 3 or something.. but headway is being made.