I figured I would add my two cents, I’m new to Unreal… I’ve only been learning it for a few months now. I have an extensive programming background, so the C++ problem isn’t that big of a deal for me.
For me personally, (and these are pretty nit picky), I would like to see Epic focus on improving the reliability and stability which was mentioned in the OP. I have had countless times where I try to add an asset to a level which is much too large and the only way out is to wait for hours for it to load or end task. Yes, that is my fault for not looking closer at the asset to see exactly how large it is (Looking at you open world demo assets :P), however I really think something as small as adding a cancel button to the asset loading screen would go a long way.
The last thing I’ll gripe on is nit-picky too :P. It goes hand in hand with the versioning system. I personally believe Epic should differentiate between their released builds. They need a stable and a latest branch. Perhaps stable builds are only pushed every 6 months and a latest build could be pushed once a month. Along with this though it would allow for much more consistent documentation. I really love what Epic is doing with their Youtube channels, but I think some of that would be greatly benefited from converting to words too. By leaving documentation updates for only stable releases I think it would be less of a chore for Epic to keep up with.
One example of that last part is the mounds of threads in the ‘Blueprint Visual Scripting’ topic related to basic networking alone. I think a lot of confusion could be eliminated with a little more thorough documentation. That said, there are great external resources and ‘compendiums’ on the web which fill this void for Epic.
Anyways, those are the two small things I have noticed thus far.
At the end of the day, it really is a treat to use Unreal. The pricing model is just fantastic and Epic genuinely seems like they want people to succeed at making games.