Thats because Unreal Enigne was never ment to be coding editor, in fact UnrealScript editor was removed in the past probably because Epic didn’t want to deal with it and allow code workflow freedom with custom IDEs. Ever since editor’s focus group seems to be art and level designers rether then coders
Content browser also not file manager, it shows active asset UObjects relevant to the code and be independed from packaging method, good example is FMOD which has only 2 files for it sound bank but in content browser you see contence of those banks. Again C++ forder is only there for blueprint only people, which see actor classes as assets insted of classes, which if you ask me is design flaw, because it not trully represent nature of code classes. In past Class viewer was main viewer of classes, it probably because Epic wanted to store Blueprints as assets and didn’t want to confuse people with two viewers, thats why class viewer was hidden away.
Hot reload is indeed buggy, primerly due fact that in order for it to work engine need to unload old module and load another without creating holes in the memory which may cause crashes and losing data, because UE4 is so huge and code module can contain practically anything it hard to keep everything work properly in this progress. It is always the better to turn off and on the editor on compilation. It was introduced around 4.3 and constantly improving, if you find replicable bugs raport them.