Imo blueprints are fine. We tend to use a mix of C++ and blueprints, I don’t see the beef with them to be honest. They are great for non-programmers, and they are also fine for most game logic. Old school programmers will prefer text based approaches, they are easier for a lot of things. People who are not programmers though will find blueprints easier. That having been said, I started in 6502 assembly more than 30 years ago, definitely fall into the older school category, but I find myself using blueprints quite a bit and think they were a great addition to the engine. The fact that the materials, blueprints, animation scripts follow similar visual formats makes it easy for people to grasp the code, which is fine. And it’s quite easy to interface between C++ and blueprint.
The argument that blueprints are not a language is beyond silly. It’s obviously a high level scripting language. Because it has a visual representation doesn’t make it any less of one.