I'm a commercial dev, previously used Unity, now using Godot. This comment rings true of GD Script and signals. I get around this by using C# and its event handling.
Working with nodes and editor bugs (or features? Hard to know really) is probably the most frustrating - you can really feel that this was initially built for 'smaller' projects.
For this reason, I rarely use the editor outside of setting up the scenes and a general hierarchy.
Daily tools: Emacs (with C# LSP) most of the time. VS Code for debugging. Godot editor for tweaking the scene tree.
Perhaps this perspective is useful for other devs thinking about Godot.