I think the way it’s setup now is great.
For my projects I do the framework in C++ and then have a Blueprint Class that extends from one of them. It is much easier to work with the assets from Blueprints and I like the decoupling of the game data from the code. It is flexible enough that it let’s you structure your project how you want to. If you want, you can do it almost entirely in C++, or the other way around.
I agree, visual scripting has some big drawbacks. But, that’s not specific to Blueprints, that’s any Visual Scripting language.
Any argument of C# being easier than C++ 11 is invalid as far as I’m concerned. I’ve worked on several UE3 games and it always was very hard to find someone with UnrealScript experience. Almost with a Computer Science degree has C++ experience though and it is the normal for the Game Industry. It is much easier to find a programmer with C++ experience.