In Scirra’s tests they ran both GML cases(GML YYC & GML VM) using YoYo Game’s latest 64-bit version of the runner/compiler at the time, which performs better than the 32-bit version of the application. As with almost all 32-bit vs 64-bit apps on a 64-bit processor, of which most processors are 64-bit these days. I believe the last 32-bit processor was made back in 2010 or 2011. Though they can still be found in embedded systems, such as the Quark processor used to boot up Intel motherboards, among other things like checking the RAM, WoL(Wake on Lan) signals, keyboard/mouse interrupts, etc.
So for me, Construct 3 is the winner. It’s far easier for me to use their drag n drop system, and is a great performer when it comes to running games efficiently. All of that, along with all of their updates, especially the recent 3D Objects and Functions, keeps the software growing by leaps and bounds(on a weekly/monthly basis). This allows anyone to enter the game design/development space quickly and easily. It will obviously take time and practice, and does have a learning curve, as does anything else. Especially if you are brand new to game design, and scripting/programming concepts in general.
This is not to say that GameMaker Studio is not a solid option for designing any style of game, and it also offers easy export options for any style of device, including video game consoles such as PlayStation, Xbox, and Switch. With Construct you can work with a publishing company to have your game ported to consoles, if that’s something you want to do(so console development is not completely out of site with Construct). I still use GMS and Construct side by side, and have been testing the two for various game designs. But, I’m starting to lean more and more in the direction of focusing solely on Construct for all future projects. Now that YoYo Games has moved to a subscription based model for GameMaker Studio I’m sure they will be making some large improvements to their tools as well.