Well, I do code, I love Blueprints, and I really enjoy my solo development pipeline in Unreal. I can code in C# too, and I also know some custom engine pipelines.
However, just as a heads up, changing engines, let’s say to Unity, does not automatically solve these problems, even if it has powerful visual scripting.
1- When you change engine, you also change the whole codebase and pipeline. Eventually you still have to read code in some form, even if you do not write much of it. Also, Unreal comes with many handy systems that we often do not realize are fundamental to making games: movement systems, AI, PCG, physics/Chaos, Gameplay Ability System, audio, animation, input handling, UMG, materials/HLSL, data tables/data handling, and so on.
When you move to another engine, you have to learn new systems and decide what to use, what to buy, what to write yourself, and what fits your project. For example, in Unity you may need to write, buy, or integrate solutions for things Unreal gives you more directly. Not defending or promoting UE blindly, just saying the reality of changing pipelines.
2- Things will always change. You may join a big AAA studio and work with a custom engine that is not used anywhere else. That is good and bad at the same time. Technologies and approaches change, but the wisdom of what we can do with tools stays.
3- When you change engine, I can almost guarantee there will be at least one part of it that you, and probably many others, hate. If your work does not touch that part, great. If it does, you deal with it.
With a strong Unreal background, learning another engine would not take that much time. But sometimes switching engines also makes you understand Unreal better.
Even if Blueprint is deprecated, in practice that kind of transition would likely take years. So I would not panic-switch engines just because of this and the version you did your game with is here to stay.