Axilmar, while this is going more off-topic, I don't exactly see much of this thread as a bastian of intelligent debate, so here.
Dark Basic does what it does because that is what it is meant to do. You don't program it in C; you write in a language they invented.
Allegro can never be that. Unless you have the AllegroEngine, you're not going to have the basic ease-of-use that Dark Basic and such programs enjoy. And, even with an AllegroEngine, it's still C or C++, so that limits the people who are going to effectively be able to use it. Joe-newbie off the street who just got his first computer 3 weeks ago isn't going to be using C/C++ anytime soon. Even if the AllegroEngine were designed to provide rediculous ease-of-use, just getting even VC++ up, running, and compiling user-code with the AllegroEngine itself is a challenge that no newbie is going to master.
Tools (map editors, sprite animation editors, GUI layout editors, etc) are reliant on a code-side system to exist. A map editor tool is useless without something that can read the map format and use it in-game. However, a map editor is more than just about drawing a background/foreground for sprites. It needs to define the locations upon which the character can walk (if the character walks at all). This is very different for a top-down game than a side-scroller. The nature of the sprite animation system is very different for different kinds of games. A 2D fighter needs to be able to do some things that a normal Mario-esque side scroller just doesn't need to.
The ultimate destination of what you are suggesting is the AllegroEngine. That is, a full-fledged game engine built using Allegro at its core. Unfortunately, this doesn't work nearly as well for a 2D game than for 3D games. You can turn a 3rd person 3D game into a first-person game with a quick camera change; not so with 2D. In 2D, the difference between a top-down Zelda and a side-scrolling Metroid are truly worlds apart, even though they're based on similar tech. While, yes, you could build an engine that could handle both (with one switch at the beginning telling the system what archetype of 2D game to use), doing so would be the equivalent of building a 2D platformer, 2D side-scrolling shooter, and a top-down scrolling game all in one engine.
There may be some kind of middle ground, where you could supply some higher-level systems, like a tilemap system, a sprite animation system, a GUI, and maybe a few others. However, beyond that, you're walking directly into engine territory.
The most you might be able to accomplish (and now, I mean the "royal" you. Re: the Allegro community) would be to build a number of separate engines or pseudo engines for various kinds of 2D games.
Allegro, as it approximately stands now, does have a place. There are people who have graduated from Dark Basic-esuqe things and want to try something more powerful, or people who might use DirectX, but would be willing to use something easier and more cross-platform. The current issue is that Allegro 4 isn't the best software in this "market".