Okay a few things.
XDK isn't "broken" persay, keep in mind we're throwing XDK a curve ball, telling it to export a HTML5 Application that was available to consumers just a few days ago. XDK is still a young IDE, however it pacts all the tools we need to create an application. You can create a game in XDK, but there will be a considerable amount of work for you. So we're technically using XDK in a way that wasn't intended.
Also, users should find which method works best for them. Weather it be some guide they found on some forum or a knowledge base entry they found in RM:MV. Although I do agree, in the end you may want to manually compile your APK -- but I can't expect users to do some of the things the Knowledge base is asking (as well written as it may be). Sure, we just download a bunch of things, register the correct environments and test them -- seems simple enough, and to me it was. However, Its only simple to people whom are already inept and to people whom can follow instruction or have a great community that stands behind them.
The amount of support requests/private messages I get on Steam/YouTube/ Forums like this and others is staggering. I am finding myself doing more support with RM MV than actually USING the program. I'm not complaining though, I'm glad that people of all ages are showing interest in video game making.
about gpu black listing.
gpu black listing is a good and a bad thing. And anyone whom does any kind of android development should be aware of this. ( not so much iOS, ill explain)
You might have a device that has rockin specifications, but if there are stability issues with your GPU running an application, they will flag your device. This is mainly due to how many different types of android devices you have to account for. Developers have the option to even blacklist the device as a whole so it won't even recognize or install. The current size (at least for the google play store) of the possible black listing options is around 8800+. This means that there are at minimum 8800 devices (not counting knock offs and unauthorized devices). The GPU black list is there because most development teams can't account for every single device that is out there. Some devices will run better than others while others will be slowed to a crawl. iOS does not have this issue because of the small number of devices that run appls compared to others. They DO have a black list, but its the same as googles (device black list, Example: Look up youtube on your first generation iTouch).
So if you are getting 3-5 fps, your device is probably on that black list, and you won't be using any form of WebGL at all. Ignoring the black list does increase performance -- but the performance will NEVER be consistent UNLESS you are running a WebGL application that does not exceed a VERY VERY small % of cpu/ram processing.
Also to the newer guys wanting to try this -- this will not increase performance if your gpu is not on that black list to begin with.
Should you use ignore black list? For yourself and for testing -- yes. But when deploying to a market? Probably not.
( imagine if you were playing a game that had 20-60 FPS, what are the chances of you uninstalling this app?)
So in-short, as I tell anyone that has ever asked me anything -- Do what you think is best for you. If Intel XDK is easy for you to use and setup. Use it. But keep an open mind to other options. Don't let us stop you from making that million dollar idea. If you need support, or have questions about anything -- please don't hesitate to ask.