I'm building a compiler for a language without a tracing GC, so a big chunk of the work is around memory management: functional in-place update, reuse analysis, and a Perceus-style reference-counting strategy similar to what Koka uses. The hard part was that my use case wasn't exactly covered by the Koka/Perceus paper. The prior art got me maybe 75% of the way there, but the remaining 25% was a cluster of bugs with very similar shapes and no obvious published solution.
With Opus, I kept getting stuck in this loop where it would fix one case, but break another case elsewhere in codegen. We ended up with something like 16 failed experiments just for one bug class. The workflow was: run an experiment, identify the shape of the bug, propose a fix, check whether it emitted the correct Zig, then see if the fix broke any previous memory-management cases. It was useful, but it kept choking on the parts where there wasn't clean prior art to lean on.
Fable was a different story for me. It one-shotted the Class A bug cluster, and then basically said "by the way, your previous attempts have these structural problems." More importantly, it identified the other related bug classes and came up with workable strategies for applying the Perceus-style memory management in those shapes too.
That's obviously anecdotal, and I'm not claiming Fable is universally better. But in my case, this was not a toy frontend wireframe. It was compiler work involving ownership, reuse, RC/drop behavior, and Zig codegen. The thing that surprised me was that Fable seemed better precisely where the problem wasn't just "reproduce known prior art", but required filling in a missing piece.
Also worth noting: I'm not using the API. I'm using the Max plan, so maybe there are product-path differences here. But I definitely did not have the "unpredictable beyond toy-scale" experience. For this particular compiler/memory-management problem, it probably saved me a ridiculous amount of time and money.