Well, you're right, of course. Another obvious one is that print debugging doesn't work for your GPU kernels.
"gl_FragColor.x = 1.0; is the printf of graphics debugging. Stone knives and bearskins."
— https://mobile.twitter.com/id_aa_carmack/status/568861553245...
It has great Vulkan compatibility and it helped me greatly when building an object picking buffer by visualising everything from call trees to resource contents and metadata. I believe it should come in handy for any GPU-based project, not just 3D/2D graphics.
By the way, there are actually ways to expose a print function on shader code, provided there is driver support.
https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob...