Well, Android Studio also has Clion debuggers integrated, which although not at the same level of visualization capabilities, they are quite further than bare bones alternatives.
Fun fact, due to continuous ranting regarding C++ support from game developers, not only did Google announce at GDC 2020 that they are upping their game regarding C++ tooling on Studio, they will also provide Android plugins for Visual Studio.
When people discuss Oberon, they tend to focus on Oberon (1992) or the minimalist approach that Niklaus Wirth has pursued later with Oberon-07.
When I talk about Oberon, I think beyond my early experiences with Native Oberon, and also include Oberon-2, Component Pascal, Zonnon and Active Oberon into the mix. The Oberon language linage, not all of them done directly by Wirth.
In that sense, for me Oberon is what EHTZ nowadays uses as Oberon, namely Active Oberon.
http://cas.inf.ethz.ch/projects/a2/repository/raw/trunk/Lang...
You will find out that minimalist Oberon is long gone and the language in a certain sense compares to C#, D in complexity, with support for generics, untraced references, exceptions, linkage models, inline Assembly.
Because that is the problem with minimalist languages, library boilerplate just grows to emulate what should have been in the language to start with. In Oberon's case, Active Oberon is the result of many years of research and student thesis doing OS implementations in Oberon, while noticing that stuff like generics, untraced references, inline Assembly are quite useful.
As for C++, while I still enjoy using it, nowadays it is mostly a tool for OS integration libraries and GPU shaders (HLSL/Metal/CUDA), I rather write the main code in .NET languages, Java or some other managed language.