Yes, yes, yes.....I have had the same freeze/crash problem: if I am working in a tab with a lot of scripting, IF statements and/or TIMER functions. Any changes that affect a large piece of data. Especially if I highlight and copy data to cut and paste or copy and paste elsewhere. I figure that, since the Quest program is tracking all of my moves in case I will "Undo" multiple actions, it has to hold these weighty changes in its memory.
No, I don't work as often in code view, but I have found some minor changes easier and quicker to effect in code. Also, I tend to have to individualize the same verbs for numerous objects, instead of learning how to use the "library" of verbs and tweak the actions for each object/character; which I guess also eats up memory. Also, I have hundreds of images in my game, which are stored...somewhere. When I add a new image, if I select the option of having the program sort through all the current images, it takes more time and increases the risk of crashing, rather than selecting "Browse" and tracking down the new image on my computer.
I would suspect that we would-be writers who don't learn how to use the library function are like auto drivers who can't shift out of first gear in a manual transmission: we are expecting the program to run smoothly but making it work much harder than it has to. If we don't learn how drive our "manual transmission", we can expect to see smoke rolling out from under the hood more often than other people.
One of these days I will figure out exactly how to use that library function and decrease the memory eaten up.
~P.G.