Personally, I find the Vulkan API to be one of the best designed APIs ever, and the debugging tools on desktop are okay. On Android, I'd say the Vulkan tools are, in fact, quite excellent. I can't compare them to iOS though.
The problem with Vulkan and DirectX 12 (which I find to be so close as to be indistinguishable) has nothing to do with their APIs. The main problem is that "modern" graphics is only tangentially related to rendering triangles--and rendering triangles is normally what beginners really want to do. A lot of beginners also want to render 2D paths--and graphics APIs for that are horrifically bad.
"Modern" graphics is mostly about creating a bunch of low-resolution "geometry buffers" and then scanning every single pixel on the screen only once while building the pixel up from some mathematical combination of those lower resolution buffers. Yes, there are triangles involved at a Platonic level, but many of the triangles are smaller than a pixel. See the Unreal Engine 5 demos: https://www.youtube.com/watch?v=qC5KtatMcUw
It's reached a point that "modern" graphics almost doesn't even want a triangle renderer--it just wants pure access to the massively parallel memory and computation pipeline on the GPU and the ability to smash the results into a framebuffer. Vulkan and DX12 reflect this, so they don't really mesh well with beginners.
(I'm being a bit glib, but there really is a massive chasm between "modern" game rendering techniques and the kind of 2D/3D that GUI/CAD/Application developers want to use.)