Not OP, and have only ever made hobby games in GDScript, but here are a few I'd be concerned with:
- GDScript objects are very heavy, as the base class of objects are a bit heavy (by their own admission). So having a lot of them can lead to memory/performance issues.
- GDScript is best when you’re using the optional typings, but there are certain operations that make this a pain (e.g., Arrays can be typed such as Array[int], but most functions will return an untyped array, as well complex types such as Array[Array[int]] and Dictionary[String, int] are not supported. Generics are also unsupported.)
- Coming from a Python background, GDScript is just close enough to Python to feel familiar, but just different enough that half the things you’d expect to work don’t. It can be a bit taxing keeping them straight in your head if you try to use both frequently in different contexts.
- The editor itself is missing a lot of IDE creature comforts such as code formatting.
These are just a few off the top of my head. None is enough to make me abandon Godot or GDScript, but would wear on me in a larger project.