Ok, we have been doing a series of tests with the github components example :
Android target (release)
Motog5: 60fps feeling. Smooth as butter.
Samsung galaxy A6 tablet (2016): 60fps feeling. Smooth as butter.
Html5 canvas (release)
With your project.xml parameters:
Motog5: Sluggish / stuttering in all screen transitions, and scroll in ListBox.
Tablet Samsung galaxy A6 (2016): Greater smoothness but some stutter in the transitions (more powerful hardware).
Adding to project.xml:
<window hardware = "false" width = "0" height = "0" if = "html5" />
Motog5: 60fps feeling. Smooth as butter.
Samsung galaxy A6 tablet (2016): 60fps feeling. Smooth as butter.
...
A few months ago we have done a lot of tests and we have even developed a big full interactive with many screens and we have concluded that OpenFL has some problem with WebGL depending on which devices are displayed. Specifically the difference between the target html5 canvas and any other target (Android, windows, etc) becomes greater the less powerful the hardware is.
But interestingly, if we disable WebGL (and therefore we mention that there is a problem with WebGL), with "hardware = false", the compiled application looks smoother in a greater number of devices (it does not matter if they are more or less powerful). It is necessary to clarify that hardware = false does not really disable the gpu, but uses it in another way (as long as there are only bitmaps on the screen), in a way very similar to how AIR uses it in gpu mode.
This problem with WebGL I think is something that the authors of OpenFL should look at. I understand that a lot of people try things on quite powerful devices, but I have a handful of low powered devices and everything seems slower / sluggish on html5 canvas output with WebGL enabled and / or with vectors, with certain types of content and / or with certain parameters.
I hope it helps someone.