It is not choice beeetwen C++ and Verse. C++ stays there.
It is between Blueprints and Verse. Blueprints ten to be huge compared to what they do.
Maintaining text source code is easier, just because you see more.
Yes I was giving tantrums about “gimme verse nau!” and when we got it i did not bother to look at it much, but it is on top of my todo list.
Blueprints besides huge code (calculated in screen size) that does almost nothing, have another major problem (or it is unreals/oop problem). Which i was battling for last 3 months.
It is load order and when actors are loaded and initialized. In oop one actor/widget cannot know another actor/widget if that is loaded after first widget. And you kind of never know what is that order, or if you know you are not guaranteed it will be same on all platforms, in editor, deployed game standalone game etc. It is mess.
So if Verse solves it, it would make it superior to C++ and blueprints.
Those 3: C++, blueprints and verse are our tools, so use them where they are best for task/problem.
Edit some time later.
Why verse would be much better than blueprints (my recent troubles with C++ and blueprints):
Using enums in C++ that can be used in blueprints is almost pointless. Here is why: any change to such enum changes its type , and any structures that use that enum also change type. So adding single enum entry changes its type and all variables and structs (and function)
it changes all those nodes on blueprint side
Problem is you cannot refresh nodes, you need to delete them then manually create new ones with new proper type of enum. This creates huge mess in blueprints. In big project sometimes it is hours to change all those structs, enums and variables. And point of using enums is to make code more readable, and to speed up coding (you see enum name instead of searching documentation what int32 value is for green house). So this crap just defies reason for enums (it wastes more time than enum save up while coding).
With verse that code is text based, you can comment out line, copy it and start changing variables to new enum. And with text source it probably would be long done by epic to automatically fix/update all that. It is (epic side) not done well because blueprints are much more messy than text, and harder to implement such automatic fixing.
Ps.
Still waiting for verse in ue5 