I don’t think so, for what it’s worth.
Blueprint is intended to be a “template” for an actor. You slap an instance of a blueprint down, and, voila, the blueprint builds the actor, with the appropriate mesh/materials/event handlers.
It turns out, some of the “art” bits need some code configuration. Or, alternatively, “code” can be viewed as “data,” as long as it’s simple enough. (Echoes of LISP here.)
Blueprint scripting fits that niche very well:
“What function gets called when this event is triggered?”
“What are all the conditions to actually open the hidden door?”
“Which pieces of data go into the widget on screen?”
If you try to build more game logic than that into Blueprints, yes, you’ll run into limitations of the model, but I think Blueprint scripting fills a very important niche, and I don’t think it’s “outdated” at all.
I’m looking forward to see where Verse is going. It may be that, for a complex and modular enough game, we’ll get the core in C++, the artist configuration (including behavior) in Blueprint, and the gooey middle of integration in Verse.