I say that as someone who's worked on both sides and shipped production Lua, Unreal script and C++ during that era. Visual scripting/programming tools are for your designers/artists/animators or as glue code between content that is under high iteration cycles. You can do things such as "find all references to this actor" or realtime visualization of states that just aren't as streamlined as text based languages.
The tradeoff is there's a level of complexity where text based languages are better at expressing abstractions and structure, you use them in different contexts and for different parts of a project.
I can understand why you might want to use it for shaders. (but not really)
And when it comes to placing volumes and marking up the scene I'll absolutely want visual gizmos.
I genuinely believe that if Epic had taken all the effort they put into blueprints, and put it into a text based programming environment, game designers would be more productive.
update: just watched Tim Tillosons twitch stream about it. I had not seen that before.
I think it'll be a massive game changer for unreal and am super excited for it.
Sure, that's pretty clear :). If you want to re-read my post above I wasn't saying that would be as good at game rules and there's a very real limitation as soon as you get away from scripted encounters and into anything more complex.
At the same time consider there may be people, teams and designers who it does work for. Very few things are in absolute and there are places where I've seen tools like this used effectively.
The only reason I commented at all was because the OP listed a bunch of stuff that was good in blueprints, but I believe all those things are good in text too.