[Bug report, UE5.1.1] blueprint nodes go missing.

All depend how you work with blueprints and if you have a best practices. Sure it has a lot of disadvantages if you combine it with C++ but for some issues like the point 7 can be overcome.
Animation blueprints update every tick so if you calculate everything needed for your massive animation blueprint even if you don’t need it for the actual animation state every frame obviously it will be slow. Instead you can create linked animation blueprints and calculate only the data you need when you need it using interfaces.
We can argue about many points but at the end of the day is all in what you prefer to use and if you master the tools at your disposal.