The system itself allows me to construct items from an Excel spreadsheet, export data and throw it into the game. From there all the core pieces actually work by itself. The things that do need manual coding are the events that trigger from certain actions in the game (example: you enter the trap room where the trap event triggers) as well as making sure all the MCs on the stage have their proper art keyframes. There's probably a bunch of other tiny things, but the bulk of the code is automatic (items loading and appearing in rooms, actions that work with the items, the rooms, the objects that can interacted with, things you can talk to, dialogue trees, etc.).
What I have left to do is to brush up the UI as well as get a save/load system in place. I can use standard shared objects, but I'd probably try to go for something a bit more permanent like using the file system commands associated with AIR.
The other cool thing is that with the AIR exporter, I was able to get an APK made and put it on my Nexus 7 (running Android) in less than 5 minutes. That's the second screenshot. Without any coding changes, I was able to run the game just fine. It's pretty amazing.
Below you'll see a random picture I took from my design notebook. It shows some of the thoughts that went into the Tomato Engine.