The tone of the article feels really preachy and full of itself without even fully understanding why Blueprints work well for games.
Killer features that come to mind are:
You can drag and drop asset references instead of relying on textual tokens.
You can build a framework where incorrect code does not fit together, or pins dont connect, or draggables do not allow for blocking. It's a much better feedback to a certain type of person than a textual error.
Then the article seems to go on and on about knowing how to make a great visual programming language despite not producing one.
Killer features that come to mind are:
You can drag and drop asset references instead of relying on textual tokens.
You can build a framework where incorrect code does not fit together, or pins dont connect, or draggables do not allow for blocking. It's a much better feedback to a certain type of person than a textual error.
Then the article seems to go on and on about knowing how to make a great visual programming language despite not producing one.