Thanks a lot :-D
About migrating to Unity: yeah, for reasons I went over a number of times in this thread and in the old place, Unity is more or less a no-go for me, as I simply cannot work without visual scripting tools (and Unity's still require use of actual scripting, so they're not what I need). Essentially, if I'm to work with Unity, I'd need to team up with a programmer full-time, and be completely hands off the actual game-making part, and that's not how I want or need to work right now - in addition to simply being impossible, since I have no money to pay anyone in the first place. That's why the plan is to release for PC first, and use the funding from said release to fund console porting eventually, in addition to being able to update the game based on feedback from the initial release. Any crowdfunding effort I'd make in the meantime would be for that specific goal, as the amount I'd need to switch dev focus to target all platforms at release would be exponentially larger - and the amount I'd require as it stands now would already turn too many heads, I already need to find ways to tone it down :-D (the funny thing with money where I am is that you can scrape by when you have none, but as soon as you have the tiniest bit, either you have "enough" for what you need, or you're basically screwed and would be better off having none at all, a very interesting paradox to live in)
I'm well aware all the rage now is to do console, and especially Switch porting, but by the time I'm done (at the very least two to three years), it's very likely the landscape will have shifted dramatically (especially in regards to indie popularity on the eshop - we'll see if the current bubble holds), so I feel it's useless to make harsh decisions based on the short term situation :-D There's also some changes to look forward to with Construct itself: C3 is still not entirely out of the question, despite looking unappealing right now (the desktop release might eventually turn things around), and there are a number of tools/teams being developed and formed for C2 porting to console, one of which being litterally the next town over (they've ported the Next Penelope to Switch, one of C2's most famous games so far, showing it's not a complete impossibility any more).
So in short: due to money, work process, technology considerations, and planning, switching to Unity *right now* wouldn't necessarily mitigate long term risk, and might in fact increase it compared to sticking to my current plan, as switching before the game is "done" might sink the project altogether as I wouldn't be able to work on it by myself anymore. I'll very likely need to switch eventually if C2 porting doesn't pan out in the years to come - but the timing in which to port will be critical, and highly dependant on many factors, the biggest of which being the need of my hands-on participation.
As for the potential revenue from a Steam/PC release, I've already released something on Steam so I have good first hand experience of the risks associated with it (which was one of the main points of that release in the first place), which is why I'm focused on building a community right now for support during the game's development, and in anticipation for the staggered release plan - it may not be the most popular model right now, but it did very well (as far as I know) for a number of other titles such as Axiom Verge, and is still a good somewhat "safe" route when you can't afford to aim for everything at once right off the bat!