Replace Blueprints with C#

You haven’t named a single valid reason to switch to C#.
C++ has everything what C# has (except GC, but Unreal has it implemented, Although I prefer custom memory management).

Blueprints > Any other language though. They’re fast to produce, easy to understand but can get messy fast, which is avoidable with functions and Macros.

The Language doesn’t matter, you can produce Garbage with C++, but also with C#. It’s the idiot in front of the monitor who counts.
If you’re not willing to learn C++ for Unreal, don’t use Unreal.
If you’re not willing to learn C# for Unity, don’t use Unity.