The verdict: Rust's lifetimes does not make you safe from non-memory-safety related bugs. It still gives you some really powerful abstractions to fight these bugs (like enums, traits, Option<T> and Result<T, Err> types), but other than that you're on your own.
(About circular references between components... doesn't this also get solved by generational indices? With Arc<T> types you're going to have circular dependencies that don't get freed because of reference counting, but with generational indices you're free from that issue since you're manually managing resource lifetimes anyway. And if you're having trouble figuring out how to manage these dependencies, the solution might be to refactor your code. My experience of using generational arrays was that it will naturally move your code-base towards centrally managing resources in a unified fashion, which is rather different than the usual Rust/C++ model of every object having its own independent ownership. After embracing it I tend to have less of those resource management dependency headaches.)
I had a runtime error with my first Bevy game too, because I forgot to add a resources to my app before I used it.