I, too, was attracted by the pure Python approach and the bindings of this engine. But I struggled a lot with CS both to build it and to get started with it. A week later I was really frustrated but I had most of the pieces together and was digging into the docs. I didn't notice any performance issues with the demos, though. Python Mac functionality is there, but not without problems.
I then found that OGRE also possesses Python bindings. The down side to that is that OGRE's bindings don't yet work on Mac, but I found OGRE to be a lot simpler to build (less than 2 hours as opposed to 2 days for CS) and use. I didn't have to get anything from CVS (the CS snapshots are painless, but the dependencies are not). The community is very large and very active with gobs of answers archived in the forums. The wiki is fairly well maintained, the docs are mostly up to date.
I'm not saying OGRE is better, because both engines are good and they do different things (CS provides more game infrastructure out of the box whereas OGRE focuses only on rendering). CS has a lot of potential--especially with the CEL module--but it's currently too hard to get into IMHO. And that's holding back the building up of a community. There's just not enough of a community to feel comfortable if I run into trouble in the middle of a commercial project. The devs are very hard-working and dedicated, that's obvious. What they've done is really amazing. With more "marketing" and some polish on the "getting started" phase, it will really shine. I will watch Crystal Space's progress with great interest.






