This question gets asked quite often. We should really get round to documenting all the events.
First of all, regarding your kinetic scrolling question: we did something similar with zirma, just open the build menu to see it. It's just a behavior that makes use of mouseMove events (and mouseWheel so it works on desktop pc's with a mouse wheel). I don't know if that's what you're looking for, but we'd be happy to share that code when we have a chance to go over it and clean it up a bit.
So, events - just a list for the time being, but better that nothing :)
onAddToScene
onAnimationEnd
onAnimationStart
onAppTimer
onBlur
onCameraMoveComplete
onClick
onContainerResize
onDeviceMotion
onDeviceOrientation
onFocus
onGamepadButtonDown
onGamepadButtonUp
onGamepadConnected
onGamepadDisconnected
onMouseDown
onMouseIn
onMouseOut
onMouseUp
onMouseWheel
onMoveComplete
onRemoveFromScene
onResize
onSwipeDown
onSwipeLeft
onSwipeRight
onSwipeUp
onUpdate
They all work in a similar way, so you can have objects listening for these events. If any of them returns true from their event handling function, the event propagation stops. If it doesn't stop, eventually the event reaches the App object, so you can have functions like App.onMouseDown to handle "global" events. Additionally, you can use wade.addGlobalEventListener() if you want an object to receive events even when they happen outside the object's boundaries - e.g. if you want object A's onClick event to fire even when object B is clicked.
Event handling functions are always passed a single object containing all the relevant event data.
If an object has one or more behaviors, all the behaviors receive the events (as well as the object itself).
I am also aware that there are some problems with the gamepad events, and that's somethin that we're going to look into for the next release