Looking at myself, I do not have the bandwidth to actually "develop" WME. All I can handle is to keep my lite fork "alive", e.g. working on Android, iOS and Windows 10 (UWP). I might find some time in the future to have an "emscripten" port working with acceptable quality. The engine still builds for Linux and Win32, I use this primarily for debugging. macOS I haven't tested for quite a while, but I guess it's not too broken to be made working again.
In contrast to the time when WME was a pure Win32 application, maintaining several platforms is taking more time - including mandatory updates, in order to be still able to submit to stores and/or to support new devices. Creating and keeping simple step-by-step tutorials up to date on how to create the corresponding apps, that is sth I cannot provide. Thus, anybody who wants to publish a wmelite game, needs to have some basic developer skills.
I think if there was more interest to create adventure games, eventually people would gather to properly maintain the software, keeping the original WME up to date - and maybe even start a redesign of the engine. At the moment, however, I only see maintenance of the lite version (updates, bugfixes) as reasonable.