aureliendc Hey Aurelien!
Hm, actually this should work! When you look at the core "Starling" class, it also doesn't do anything much different – it listens to Mouse events on the Flash stage and enqueues them at the touch processor. From there, the TouchProcessor can't differentiate between a real mouse / touch event and an "artificial" one.
For example, in Starling's Demo project, you can enqueue a few touches when pushing the button in the "RenderTexture" scene, and you'll see a stroke appear on the screen. Like here:
var star:Starling = Starling.current;
var p:Point = new Point(100 + Math.random() * 100, 100 + Math.random() * 200);
star.touchProcessor.enqueue(10, TouchPhase.BEGAN, p.x, p.y);
star.juggler.delayCall(star.touchProcessor.enqueue, 0.1, 10, TouchPhase.MOVED, p.x, p.y + 5);
star.juggler.delayCall(star.touchProcessor.enqueue, 0.2, 10, TouchPhase.MOVED, p.x, p.y + 10);
star.juggler.delayCall(star.touchProcessor.enqueue, 0.3, 10, TouchPhase.MOVED, p.x, p.y + 15);
star.juggler.delayCall(star.touchProcessor.enqueue, 0.4, 10, TouchPhase.MOVED, p.x, p.y + 20);
star.juggler.delayCall(star.touchProcessor.enqueue, 0.5, 10, TouchPhase.MOVED, p.x, p.y + 25);
star.juggler.delayCall(star.touchProcessor.enqueue, 0.6, 10, TouchPhase.ENDED, p.x, p.y + 30);
However, what do you mean with "control the cursor"? If you're talking about text input, that's probably not a Starling object internally. Feathers will probably use a native TextField instead, because that has all the OS integration on board (keyboard, etc).
Could this be the reason for the problem?