> arguably easier to understand than their text-based counterparts, but large programs quickly become a complete and utter mess of tangled wires and hierarchical blocks.
Or the other way around: When you write a tangled mess of code you can still navigate it with /bin/grep, this gets much harder when your code is a picture (though, when stored in SVG, it should be trivial to write a /bin/svg-code-grep). BUT: If you follow pure functional design principles, you rarely have to keep more than one screenful of diagrams in your head.
I think we have to differentiate between "general purpose visual programming languages" and "visual programming languages actually used".
Drakon, respectively its visual aspect, for example was, afaik, developed initially to allow physicists and chemists to model their domain specific knowledge in a much more intuitive way and I think it overall succeeded there. The few snippets I saw were very convincing demos[1].
Of all the attempts at purely visual, general purpose programming languages I cannot remember one that did not fall into any of these 2 camps:
* academic exploration of visual programming languages - nobody expected tangible results but we got squeak, etoys and drakon
* attempts to make programming easier by people who know just enough of programming to understand it is hard[2] - they usually promise tangible results by yesterday but never deliver anything that could count as a practically usable language
[1] http://drakon-practic.ru/
[2] Excluding all environments created specifically to teach children to code - they might be turing complete but I'd not call them "general purpose".