A drawback of AppGameKit being designed around Mobile Devices., specifically OpenGL ES 1.1 is that as there is no support for Multiple Render Targets... and well unfortunately a lot of the "Feature Support" in AppGameKit is bare minimum.
That is to say that, unless an API explicitly handles something., they tend not to add the functionality.
Now the way around this is simply to manually create a Render Image and do a Draw Pass with the Camera Position changed to what you want "Camera 2" for example to show., then use that Image to create a "Software" Camera.
I'd argue it would be nice if this was built-in to AppGameKit with a more fully realised Camera System.
This could be emulated (ala the above method that we manually have to do anyway) on OpenGL ES 1.1 Platforms., or on OpenGL 1.1+ or OpenGL ES 2.0+ Platforms use Render Targets (i.e. Hardware Accelerated).
Arguably if you're working in C++ (Tier 2) the performance difference is negligible, it's more an argument of Streamlined support for the Developer; but in AppGameKit Script (Tier 1)... well there is a noticeable performance difference, due to the slower nature of AppGameKit Script to execute commands and loops.
It certainly would be a useful addition to say a Toolkit Plug-in., but then the problem with Plug-ins is you can't support all Systems (i.e. Mobile like Droid and iOS can't use Plug-Ins; which is a little annoying, and somewhat forces people into switching to C++ / Tier 2 in order to really expand the limited built-in Functionality of AGK; TGC really needs to either add Plug-In support or as noted actually extend the built-in Features)